Combat feats gone in the Beta


Skills & Feats


Acording to Jasons Blog

Boy, this thing is going to be a monster. 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)

I for one am glad that they are gone my group didnt like them from day one.
What do you guys think?


Interesting. I kinda liked the idea but I fear change so I wasn't sure how well they'd mesh with existing material. Never got round to properly trying them out (been drip-feeding alpha material into my homebrew over the last few weeks and hadn't gotten around to feats yet.)

So are Pathfinder feats going to be working more or less like PHB feats then? That would keep things nice and simple.

That said, with Reserve feats, Divine feats, Metamagic feats, Wild feats, etc etc, I'd say there's room for some fighter-specific feat types. Or would Style feats cover that base already well enough? There's always Monte's Uber feats, I suppose (my favourite name in all of gamingdom, by the way :-)...)


There are a few feats that might be too good as regular feats (like Mobility or Backswing).

There's at least one feat that might be too good even if it's a combat feat (Devastating Blow).

There's at least one feat that's pretty useless as a combat feat (Arcane Strike).

I think the majority are roughly as useful whether they're combat feats or not.


I think just making them general feats is fine. Adding some of them to the fighter list would be a good idea too.


I liked combat feats, and it's a bummer to see them go. Mechanically they ended up (from Alpha 1.1 on)similar to stances from the Bo9S, a book we use at our table; so, in the long run it doesn't affect us much.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I could see the desire to have combat feats.

Mobility + Devastating Blow + Dodge + Arcane Strike + Power Attack is crazy.. but at the same time, feats like Dodge became wasted feats you often would stop using.


I am glad they're gone. My first impression resulted in some profanity and questions about sanity of certain people. :)

I feel no remorse in giving fighters something like a combo SirUrza suggests above. All I have to look at is some of the Metamagic feat capabilities of the arcane casters in the game and say "Yup...that's about right".

Good for JB. I was going to toss them out IMC anyway.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Arknath wrote:
All I have to look at is some of the Metamagic feat capabilities of the arcane casters in the game and say "Yup...that's about right".

True, but a Wizard or Sorcerer has to give up quite a bit to Maximize Empower a spell.

Sovereign Court

Combat Feats were the only thing keeping me from going all-in with the PFRPG. Now I don't need to cancel my pre-orders.


SirUrza wrote:
True, but a Wizard or Sorcerer has to give up quite a bit to Maximize Empower a spell.

Maybe, but even without that kinda thing it's still hard for fighters to compete. We all know wizards pwn at high level. (I'm looking at you horrid wilting)

Andrew Phillips wrote:
Combat Feats were the only thing keeping me from going all-in with the PFRPG. Now I don't need to cancel my pre-orders.

I'm so with you Andrew

Liberty's Edge

Joey Virtue wrote:

Acording to Jasons Blog

Boy, this thing is going to be a monster. 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)

I for one am glad that they are gone my group didnt like them from day one.
What do you guys think?

Can you point me to this. I'd like to read his comments. I hope there's more than this.


http://iuztheevil.livejournal.com/.


Joey Virtue wrote:
Fixed Linkie.

Fixed Link for you. Free of charge. :oP

Liberty's Edge

Slight tangent, but Paizo really ought to see about putting up that Pathfinder You Tube Promo. Well Done!

(Of course, Jason has a couple of other pretty interesting You Tube videos there, too . . . but probably not suitable for Paizo's website.)

:P

Sovereign Court

I'm unsure how I feel ... I don't like the to separate feats into multiple subsections, so that'll be gone. However I feel that the concept was good; special manuevers with feats. Something that'll go further than improved disarm? I thought something like that at first ..


This open playtest is sometimes like becoming addicted to a new caffeine source - and then it gets canceled. I don't think even 3 alphas was enough time to fully explore this rule. Oh well...

Dark Archive

I'm withholding my opinion on this for one reason. I don't know what is happening to (ex) combat feats.

Are they removed as in the feats are deleted never to be seen again? Are they made into general feats? Something else?

What is Jason planning? Whats the plan?


Having used it alot..about 8 or 9 playtest now have to say it was easy to use and worked well for thous feats that were stronger them most.

Liberty's Edge

I'm glad to see they're gone. I honestly wasn't expecting a change as big as that between the Alpha 3 and the Beta. Consider me pleasantly surprised.

I was afraid that what made it into the Beta was something we would be 'stuck with' since it won't be hard to tweak based on feedback but an entire re-write would require more playtesting, and that would be hard by the time you have the Beta released.


BM wrote:

I'm withholding my opinion on this for one reason. I don't know what is happening to (ex) combat feats.

Are they removed as in the feats are deleted never to be seen again? Are they made into general feats? Something else?

What is Jason planning? Whats the plan?

Based on current trends, I don't think the new Feats are going to vaporize. I see a definite trend in the Combat Feats as they exist now to limit them in a more straightforward fashion by requiring actions for them. For instance, if a Combat Feat isn't intended to be used with any other advanced Combat Feat, then it might be a full-round action to perform. Mobility might be a movement action that allows moving up to your Speed. And so on.

Paizo Employee Director of Games

Hey there all,

Busy working on the Beta, so I will be brief. The combat feats were, for the most part, converted to ordinary feats. Note that I kept the Combat Feat type, I just changed its meaning to that of a Fighter Bonus Feat (makes em easier to find).

A couple got deleted, a number of them got significantly altered....

Jason Bulmahn
Lead Designer
Paizo Publishing


I'm happy.

Liberty's Edge

To put it simply this is SUPER news. It was the very last forehead-wrinkling thing my group didn't like about the new rules, and with this our fears have gone the way of the dodo. WELL DONE!

-DM Jeff


Jason Bulmahn wrote:

Hey there all,

Busy working on the Beta, so I will be brief. The combat feats were, for the most part, converted to ordinary feats. Note that I kept the Combat Feat type, I just changed its meaning to that of a Fighter Bonus Feat (makes em easier to find).

A couple got deleted, a number of them got significantly altered....

Jason Bulmahn
Lead Designer
Paizo Publishing

Thanks for the heads up Jason i just hope vital strike made it with out being altered (that was my favorite Combat feat for monsters that is)

Liberty's Edge

Personally I'm not sure how I feel about this - there were a number of them I think were quite useless (Dodge for instance, Deft Shield and those of its tree, and Combat Expertise got way too nerfed) but there were also a number of them that i really liked such as Devasting Blow and Vicious Strike - and for the most part, I liked the concept of them.

The other thing that bums me is that originally it seemed as if we had such a new product with new life and a new way of doing things when Alpha 1 was released - (skills, feats etc), that seemed to provide a new game and a complete facelift that it desperately needed; however, since then it seems more and more is converting back to 3.5 generic and losing it new and unique feeling.

Other than class features then, what are we really changing? Meh, ignore that question - it was mostly just rhetorical cynicism.

Robert


I am wholly on board with the loss of the combat feat mechanic. I like the new feats being fighter bonus feats too. Good call, Jason

-Jack

RPG Superstar 2008 Top 32

Wow, I just got here and I get the feeling that things are happening really fast, like, you blink and it's gone (or changed).

I am glad the combat feats stayed under the name, albeit in a modified form. I think it is really cool to distinguish them from General Feats, if only to make Fighter bonus feats easier to pick out.

To echo what some people have said here and in the other thread for this topic, there is always Monte's mighty feats for those of us who occasionally like to über-power our fighters, heheheh...

Liberty's Edge

Jason Bulmahn wrote:

Hey there all,

Busy working on the Beta, so I will be brief. The combat feats were, for the most part, converted to ordinary feats. Note that I kept the Combat Feat type, I just changed its meaning to that of a Fighter Bonus Feat (makes em easier to find).

A couple got deleted, a number of them got significantly altered....

Jason Bulmahn
Lead Designer
Paizo Publishing

Excellent!


Big Fish wrote:
This could be done with the Fighter Weapon Groups, provide 2-3 feats for each group of weapons that only fighters can get above and beyond what other characters can.

Nifty idea that seemed to fit in here.

Alos, great move on losing combat feats.


Jason Bulmahn wrote:

Hey there all,

Busy working on the Beta, so I will be brief. The combat feats were, for the most part, converted to ordinary feats. Note that I kept the Combat Feat type, I just changed its meaning to that of a Fighter Bonus Feat (makes em easier to find).

A couple got deleted, a number of them got significantly altered....

Jason Bulmahn
Lead Designer
Paizo Publishing

OK, best of luck to you. Thank you, your doing a great job!


Arknath wrote:
SirUrza wrote:
True, but a Wizard or Sorcerer has to give up quite a bit to Maximize Empower a spell.

Maybe, but even without that kinda thing it's still hard for fighters to compete. We all know wizards pwn at high level. (I'm looking at you horrid wilting)

Andrew Phillips wrote:
Combat Feats were the only thing keeping me from going all-in with the PFRPG. Now I don't need to cancel my pre-orders.
I'm so with you Andrew

+2

Grand Lodge

As long as dodge doesn't become all but useless again, and they keep in the melee damage increasing feats, I guess I'm okay with that...


I never liked how only one could be active at a time.
It makes them pretty much useless to me.

I mean it basically means that a wizard can't quicken cast, normal cast, and ignore 20% of spell failure in the same round.

Liberty's Edge

Sprain Ogre wrote:
As long as dodge doesn't become all but useless again, and they keep in the melee damage increasing feats, I guess I'm okay with that...

I've simply house ruled long ago that Dodge feat provided just a flat +1 dodge AC (when not denied DEX mod of course). It certainly simplified it instead of worrying about who or what it was applied to that round.

Also since my games tend to fight a lot of combats against several foes (more in line with what 4th edition is doing it seems) instead of just one big bad guy - so dodge would have been even less effective in most of my combats considering the number of foes they're usually facing.

Robert

Scarab Sages

Jason Bulmahn wrote:

Hey there all,

Busy working on the Beta, so I will be brief. The combat feats were, for the most part, converted to ordinary feats. Note that I kept the Combat Feat type, I just changed its meaning to that of a Fighter Bonus Feat (makes em easier to find).

A couple got deleted, a number of them got significantly altered....

Jason Bulmahn
Lead Designer
Paizo Publishing

Any chance there will be a pre-beta update to the feats, then, so we can actually move that direction with our games? I feel kinda silly continuing on with using a list of feats that may or may not exist in a few months in a way that will be different. Not to mention it was one of the main things the folks in my group found odd. We were willing to try it, but since we just fully converted over last week we haven't really given it a shot (especially since not long after A3 came out you said that Combat Feats were gone from the beta).

Maybe even just a list of the feats deleted and feats changed, and a clarification of how they work (if you say they are just like General feats that are also on the Fighter Bonus list, that's easy enough).

Thanks!

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