Wildfire142 |
I saw this on Jason's live Journal page,
I spent all day today at work (about 10 1/2 hours) reworking the entire feats chapter, adding in all of the missing feats, reworking that damnable chart, and monkeying with some existing choices... (good bye Combat feats, you were an interesting experiment that turned out not to be worth the headache).
Anyone have anymore info on this?
My players and myself all enjoyed combat feats and would be sad to see them go completely.
Locworks |
I'd expect some techniques based on the late combat feats to be made into standard actions. The once-per-round limitation would be still in place, but we'd have one single category of feats again and hopefully one single "damnable" table with feat trees.
As an usability freak, I applaud the rejigging.
Deussu |
Combat feats, in my opinion, felt like a good way of introducing a kind of tactical feat. I merely felt like there were too *few* of them.
And personally I felt the chaining of them was good. It kept the character from always using the best attack available (e.g. Devastating Blow). I could come up with all kinds of odd "once-per-round" combat feats which would, for example... well, something that grants you a different option after you execute a certain special attack. Such as after disarming you can make an attack and consider the opponent flat-footed.
Combat feats are NOT BAD.. we just need more of them. I'll maybe make a huge list at some point.