
tejón RPG Superstar 2010 Top 16 |

With the three "lose attack to gain benefit" feats now capped by their relevant attribute modifier, do we need to also keep the BAB cap on them? It might seem like a shaky proposition (mainly due to Barbarians, raging to 22 Str, getting +12 more damage at level 1) but at the same time, -6 to hit is a BIG penalty at low levels, no matter who you are.
And more importantly, a rogue taking Expertise at level 1 doesn't break conceptual immersion with a feat he can't use.

tasslehoff220 |
With the three "lose attack to gain benefit" feats now capped by their relevant attribute modifier, do we need to also keep the BAB cap on them? It might seem like a shaky proposition (mainly due to Barbarians, raging to 22 Str, getting +12 more damage at level 1) but at the same time, -6 to hit is a BIG penalty at low levels, no matter who you are.
And more importantly, a rogue taking Expertise at level 1 doesn't break conceptual immersion with a feat he can't use.
I like the power attack change. I really appreciated it being limited at high levels especially because of the complete warrior feat (name is eluding me right now) which let PC's power attack off their ac. This was way too powerful with a 2 handed weapon at high levels. It needs some sort of cap even if str bonus isn't appropriate.
Combat expertise however already had a cap. It didn't really need one added as it was already capped at 5. Further. Unlike power attack which is capped by strength, the primary stat of most fighters, combat expertise is capped by the fighters intelligence which is usually around 13 if they take the feat. So they can only ever expertise for 1. This is really silly as dodge is massively better by this change and there is no reason to take the feat except as a prerequisite. Combat expertise needs to be changed back to how it was.
Deadly aim I am relatively ambivalent about. I don't think it needs a cap (as you can't do the two handed thing that you can do with power attack) but I haven't seen it playtested.