| Squirrel_Dude |
Simple question: What one feat, spell, class ability, etc. would you remove from Pathfinder if you could?
f you remove something from the game that a prerequisite for something else in the game (a PrC/Feat/etc.) the latter is not removed from the game. IE. If I removed the bluff skill from the game, feats requiring X ranks in the bluff skill would still exist, but they would no longer have X ranks in the bluff skill as a prerequisite.
I hope that is clear enough. Answer away.
| Chengar Qordath |
Oh I change my mind.
The feat I woudl remove is combat expertise, the most atrocious feat tax ever.
Seconding this. It is a completely unnecessary feat. Fighting defensively already covers the "Take a penalty to accuracy for more AC" niche just fine, so it has little purpose beyond putting a lot of combat maneuvers behind a stat/feat tax wall.
| Nicos |
Nicos wrote:Seconding this. It is a completely unnecessary feat. Fighting defensively already covers the "Take a penalty to accuracy for more AC" niche just fine, so it has little purpose beyond putting a lot of combat maneuvers behind a stat/feat tax wall.Oh I change my mind.
The feat I woudl remove is combat expertise, the most atrocious feat tax ever.
Oh, if it were just maneuvers
Slayer's Feint
Prerequisites: Dex 15, Acrobatic or Slayer level 1, Combat Expertise, Acrobatics rank 1
Benefit: You can use Acrobatics instead of Bluff to feint in combat.
| Mathius |
As an experiment I would love to see game and world with no full casters. I would love to a 6 level druid however.
And yeah combat expertise. In my game I let be use as an immediate action. Players feel much better when the can use it to negate hit every now and then. Also dropped int 13 and let the count as a prereq or CE.
| blahpers |
Just one? Liches don't know about my house rules list.
Seriously, any mildly-experienced GM worth her salt has more than one feat or ability removed or altered enough to be something entirely different.
But for starters, Heighten Spell. It's the kind of thing that should just work without a feat. If you put a fireball in a 7th-level slot, you should get the minimal benefits that go with that without needing to know some special trick for it.
| Albatoonoe |
| 3 people marked this as a favorite. |
Seriously, any mildly-experienced GM worth her salt has more than one feat or ability removed or altered enough to be something entirely different.
What, are you saying I'm not worth my salt for not banning anything? My players know I can be maniacal so they simply don't try to do stupid, broken things.
If I had to choose one, though, it would be Dervish Dance, if only because I'm sick of hearing about it.
| blahpers |
| 1 person marked this as a favorite. |
blahpers wrote:Seriously, any mildly-experienced GM worth her salt has more than one feat or ability removed or altered enough to be something entirely different.
What, are you saying I'm not worth my salt for not banning anything? My players know I can be maniacal so they simply don't try to do stupid, broken things.
If I had to choose one, though, it would be Dervish Dance, if only because I'm sick of hearing about it.
On the contrary. You're a lousy, no-good GM for not removing feats and granting their abilities by default. Tyrant!
| Adam B. 135 |
Power Attack as a feat. All martial classes are going to take it anyway, so it should just be a thing that any character can do from the outset. And really, do you need any kind of specialized training to "hit things really hard?"
Power Attack and Combat Expertise both should have been turned into base abilities. Though if I had to choose one to remove forever it would be power attack. More characters take Power Attack, so it would be the more convenient one to become a base game function.
Dark Immortal
|
The quality of arcane spells that mak s them so good. Remove that and the game balances right up. Or comes closer to it. I suspect that part of that quality is 9th level spells or having enough useful spell slots of high level spells to make use of all the oogles of power.
So maybe my simpler vote is to reduce spell slots of 6th level+ arcane spells on any class with them. Reduce by like half.
Or remove the clause on flurry of blows that makes it a full round/attack action. ^_^
| Create Mr. Pitt |
I enjoy the people answering the one class ability to get rid of is 9 level casting. One, that's a total pipe dream. Two, that an exercise in silliness, which spells are the broken ones? Heck, stinking cloud can be an encounter-ender. What spells are problematic? Planar binding is so expensive and risky, if a GM force all the rules and consequences it starts to seem like a waste of time.
| zapbib |
If I had to choose one, though, it would be Dervish Dance, if only because I'm sick of hearing about it.
Just make the feat work for most slashing one handers rather then scimitar, give it another name (slashing grace or something)
I dont know what I would remove:
dazing because its too powerfull?
combat expertise or mobility because of lame feat taxes?
| Squirrel_Dude |
Quote:If I had to choose one, though, it would be Dervish Dance, if only because I'm sick of hearing about it.Just make the feat work for most slashing one handers rather then scimitar, give it another name (slashing grace or something)
I don't think that making the feat more easily applied to characters would make it so that he heard about it any less.
:P
| zapbib |
There is no valid or logical reason that would make "I dont want to hear about dervish dance", In the sense that it is too OP to take, a statement that should be tolerated.
So i think he is tired of it because the only thing dexterous character ever take is a scimitar. Use my definition of the feat and you get longsword, dagger, and all kind of less seen weapons.
Artanthos
|
There is no valid or logical reason that would make "I dont want to hear about dervish dance", In the sense that it is too OP to take, a statement that should be tolerated.
So i think he is tired of it because the only thing dexterous character ever take is a scimitar. Use my definition of the feat and you get longsword, dagger, and all kind of less seen weapons.
Even strength build magi use either a scimitar or rapier.
Scimitar is not chosen just for Dervish Dance, but because of both spellstrike limitations and crit range.
| Chengar Qordath |
zapbib wrote:There is no valid or logical reason that would make "I dont want to hear about dervish dance", In the sense that it is too OP to take, a statement that should be tolerated.
So i think he is tired of it because the only thing dexterous character ever take is a scimitar. Use my definition of the feat and you get longsword, dagger, and all kind of less seen weapons.
Even strength build magi use either a scimitar or rapier.
Scimitar is not chosen just for Dervish Dance, but because of both spellstrike limitations and crit range.
Katana is popular too, for builds with easy access to proficiency with it.
But yeah, the mechanics of the class mean that the magus is highly incentivized to wield an 18-20x2 one-handed weapon.
Lincoln Hills
|
Simple question: What one feat, spell, class ability, etc. would you remove from Pathfinder if you could?
Should I be answering in terms of what I've found "most irritating" in my games? Or what I've found "most irritating" here on the boards?
Because for the first I'd have to reply, "Gold piece values for magic items," while for the second I'd have to answer, "Wizards." ;)
| K177Y C47 |
K177Y C47 wrote:I want rogues to be cool.Rogues....
then all the damn rogue threads can finally die...
Sure... but at this point the rogue is almost beyong helping (unless Paizo suddenly comes under new management and the new guy goes all "I CAN SEE THE LIGHT!!!" and they actually create rogue talents worth a damn)...
at this point it is most merciful (and much easier on the forums) if the rogue CLASS died and the Bard/slayer/investigator/ranger/alchemist/inquisitor/ninja just take over for it...
| Puna'chong |
Right now my #1 is the teleportation sub school wizard's Shift ability. Getting a silenced, quickened level 4 spell's more useful effect 3 + int times per day just seems like a mistake...
Edit: Especially because now an Arcanist can choose this as a subschool with the School Savant archetype. Not efficient in terms of swift action availability, but the abilities of the teleportation subschool are definitely worth 3 exploits.
| Squiggit |
Not technically "one thing" ... but I would like to kill off "must take" feats.
Every two handed fighter ever takes Power attack? Make it baseline.
Every archer takes PBS? Dump it.
Everyone who wants to learn maneuvers takes Combat Expertise? Screw that.
Out of all of them the last one is the one I'd pick if I had to just pick one thing though, since at least stuff like power attack makes you better. Combat Expertise is generally just baggage for most builds.
I want rogues to be cool.
That's what the Investigator is for.
Or the Factotum if you're playing 3.P
Hell. Empiricist Investigator is basically a crappier (but more polished) factotum. Just needs that int to hit/damage.
EvilPaladin
|
Pick One:
Non-Rogue Trapfinding:Really, do we have to hand this out to everyone?
Divine Protection:Not OP, but I don't think we need to hand out one of the Paladins like, 4 best class features.
Sacred Geometry:Not only is this powerful, but it also starts risking "mathfinder syndrome".
Leadership:Well, not exactly remove, but make the GM build the cohort instead of the PC. So that its not "Free Crafting".
Feat Chains:This is technically an aspect, not an item, but anything with an "Improved" and/or "Greater" could do with removal. Just make it one.
Combat Expertise:Most Pointless Feat Tax
Point-blank Shot:Second Most Pointless Feat Tax[especially when you look at far shot]
Power Attack:Must-have for anyone w/a 2h weapon and full BAB or buffs. I dislike Must-haves.
Again, pick one, don't [necessarily] do all. Any one of these would somewhat improve an aspect of the game by removal/modification.