Which feats are underpowered? Which are basically taxes?


Pathfinder First Edition General Discussion

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ryric wrote:
Underpowered...does anyone ever take Spell Mastery? Seems like taking that feat is planning for failure.

It's a tax for at least one PrC and also the flexible wizardry feat, which looks pretty good.

I keep looking at flexible wizardry and drooling slightly. Then looking at spell mastery and being sad.

thorin001 wrote:
The reason Vital Strike and the like are not attack actions are to prevent them from being used in a full attack. That said, there is no reason not to put in a line saying that such feats can be used with Spring Attack other than martials can't have nice things.

The other reason would be AoOs. If it can work on any attack that isn't a full attack it can work on an AoO, which would significantly boost an AoO-reach build.

Which would be awesome combined with the ACG feats that let you add entangle and other stuff to vital strike... and probably a bit good.

Charon's Little Helper wrote:
They'd be close IF precision damage didn't exist and IF no magical damage increases existed.

Interesting restatement of the problem. Sneak attack exists and buffs multi-weapon builds more than single-weapon builds, which means multi-weapon has to be rendered weaker so it's not OP with sneak attack. This in turn renders multi-weapon rubbish when it doesn't have sneak attack...

Design objective: balance multi-weapon no-sneak against single weapon without making multi-weapon sneak too good.
Possible solutions:
1.1) make multi-weapon by itself as good as single-weapon by removing the million feat taxes and pre-requisites.
1.2) make the sneak attack the thing that is expensively priced. Slow down sneak attack progressions, make there be feat requirements, etc.

2) apply sneak attack to only a single strike per round. Multi-weapon is now no more buffed than single-weapon.

Observation: The slayer is a sneak attack class with later SA entry and slower SA progression, thereby de-emphasizing the SA elements of the build and mitigating the problem.
Speculation: Perhaps the designers have come to the same conclusion, and are going to remove the rogue and ninja in their current incarnations while maintaining the Slayer as backwards compatible in some hypothetical new edition?


First rule of spell mastery: never take it at advertised level. Wait until you get 5th-6th level spells and grab it for those emergency spells (plane shift, overland flight, greater invisibility, emergency force sphere, teleport/greater teleport, wall of stone, etc.) for when youre trapped by gm contrivance without your spellbook.

You can grab a great many spells this way due to your stellar int at those levels, and you will never be reduced to a mere commoner by the loss or destruction of a book--not that you shouldnt have backups for this situation, but spell mastery helps you physically get to or fight your way to your stronghold where those backups are while you plan your revenge.


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It's a plan, but I'm in PFS and multiclassing. So if I wanted flexible wizardry I'd have to get spell mastery at ninth, which would be fourth level spells. Also, I'm not sure PFS is going to involve spell-book destruction shenanigans. It seems like it would cause trouble. :-)


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Lucy_Valentine wrote:

Have you ever run at someone and run straight onto a spear? I have a few times. In most cases it stopped me dead, sometimes it missed, and a few of them hit hard enough to redirect my motion.

They were also blunt, and I was wearing armour, which is why I'm able to type this. On or two of them missed the armour and left me with minor fractures, or the sort of bruising that goes away after a few months.

So if we're talking simulationism (which may or may not deserve a nod depending on the person considering it, but you brought it up), I highly recommend leaving the AoOs in. Though I think the feat chains around them are ludicrous and could use some pruning.

The problem with taking a simulationist approach is that, unless you stick to low levels, spellcasters just don't care about the laws of reality anymore. If you make it so that martials do, they will always be straight up inferior, because they have to play by the rules and the casters don't. So, I'd go by what makes martials more relevant in combat, because if mister sparky fingers over there can throw all sorts of reality bending magic around like it's not even a big deal, I should be able to take an inhuman amount of pain and keep going.


Lucy_Valentine wrote:
ryric wrote:
Underpowered...does anyone ever take Spell Mastery? Seems like taking that feat is planning for failure.

It's a tax for at least one PrC and also the flexible wizardry feat, which looks pretty good.

I keep looking at flexible wizardry and drooling slightly. Then looking at spell mastery and being sad.

thorin001 wrote:
The reason Vital Strike and the like are not attack actions are to prevent them from being used in a full attack. That said, there is no reason not to put in a line saying that such feats can be used with Spring Attack other than martials can't have nice things.

The other reason would be AoOs. If it can work on any attack that isn't a full attack it can work on an AoO, which would significantly boost an AoO-reach build.

Which would be awesome combined with the ACG feats that let you add entangle and other stuff to vital strike... and probably a bit good.

Why not just "Vital Strike can be used x amounts of times per round"

then you can make it so the base feat grants you 1 time per round. Then Improved Vital strike bumps it up to 2 times per round (now we're cooking), etc.

can still leave in the "cannot be used as part of a full attack" if you are really scared of full attack shenanigans.

Thus allowing for a character to build vital strike into a spring attack build, or a whirlwind build, or a body guard build, and probably more; while still giving leaving controls in place so that he doesn't lay into people haphazardly.

edit or I guess if you're really a stickler don't make the "per round" number progress at all (but I kinda like the idea)


Kelsey Arwen MacAilbert wrote:
Lucy_Valentine wrote:
So if we're talking simulationism (which may or may not deserve a nod depending on the person considering it, but you brought it up), I highly recommend leaving the AoOs in.
The problem with taking a simulationist approach is that, unless you stick to low levels, spellcasters just don't care about the laws of reality anymore. If you make it so that martials do, they will always be straight up inferior, because they have to play by the rules and the casters don't.

I actually agree with you. I'm not a simulationist when it comes to D&D type games, because I tend to view them as superheroine games with really slow starts. I mentioned simulationism because the person I was responding to had an objection to AoOs on grounds of simulationism, which I find ludicrous.

Objecting to AoOs on the grounds that more manoeuvres makes combat more fun, I am totally down with. :-)

CHEEPENBULKY wrote:
Why not just "Vital Strike can be used x amounts of times per round" then you can make it so the base feat grants you 1 time per round. Then Improved Vital strike bumps it up to 2 times per round (now we're cooking), etc.

That seems like a good idea to me.


Kelsey Arwen MacAilbert wrote:
The problem with taking a simulationist approach is that, unless you stick to low levels, spellcasters just don't care about the laws of reality anymore. If you make it so that martials do, they will always be straight up inferior, because they have to play by the rules and the casters don't. So, I'd go by what makes martials more relevant in combat, because if mister sparky fingers over there can throw all sorts of reality bending magic around like it's not even a big deal, I should be able to take an inhuman amount of pain and keep going.

you know that sounds almost exactly like this tabletop game i play...


AndIMustMask wrote:
Kelsey Arwen MacAilbert wrote:
The problem with taking a simulationist approach is that, unless you stick to low levels, spellcasters just don't care about the laws of reality anymore. If you make it so that martials do, they will always be straight up inferior, because they have to play by the rules and the casters don't. So, I'd go by what makes martials more relevant in combat, because if mister sparky fingers over there can throw all sorts of reality bending magic around like it's not even a big deal, I should be able to take an inhuman amount of pain and keep going.
you know that sounds almost exactly like this tabletop game i play...

It is called Pathfinder by any chance?


Any feat prerequisite is by definition a tax. You're paying X feat for Y feat.

Sometimes you might actually want X, which is great, but that's pretty rare.


chaoseffect wrote:
AndIMustMask wrote:
Kelsey Arwen MacAilbert wrote:
The problem with taking a simulationist approach is that, unless you stick to low levels, spellcasters just don't care about the laws of reality anymore. If you make it so that martials do, they will always be straight up inferior, because they have to play by the rules and the casters don't. So, I'd go by what makes martials more relevant in combat, because if mister sparky fingers over there can throw all sorts of reality bending magic around like it's not even a big deal, I should be able to take an inhuman amount of pain and keep going.
you know that sounds almost exactly like this tabletop game i play...
It is called Pathfinder by any chance?

Yeah! How did you know?


wraithstrike wrote:


Whirlwind attack is weak to me. Getting surrounded is not a good idea, and if you do get surround killing one of them is betting than hitting all of them once.

Whirlwind atttack may be tactically questionable, but it's cool as hell. That counts for a lot.

Also, it's a great feat for NPC brutes. Standard PC tactic is to flank-swarm single opponents, especially if the party is large, has summoned creatures or cohorts, etc. So once in a while it's nice to see the expression on their faces when the frost giant hits /every single one of them/.

(Combat reflexes can do this, too. Does the monster have reach? tactically clever PCs send the tank in first to soak up the AoO, then everyone else goes in to flank. But let them meet a single monster with combat reflexes, and suddenly they'll get a lot more thoughtful.)

Quote:


The dodge feat is weak to me also. Actually any feat that only gives a +1 bonus to AC is weak.

A +1 bonus to AC that stacks with everything and works against combat maneuvers and touch attacks? That's a perfectly okay feat. Not great, but always okay.

Doug M.


Scythia wrote:


Personally, I find Toughness, and the +2 to two skills feats to be very weak. Skill Focus not only seems weak to me, but is also used as a tax, nonsensically for Eldritch Heritage among others.

Toughness: If you're elf wizard with an 8 Con, Toughness increases your hp/level by almost 40%. As a practical matter, Toughness makes Con-dumping builds possible -- maybe not a great idea, but possible.

I've also seen it played the other way: a guy who played a barbarian who decided to just get as many hp as possible. Adding Toughness didn't make that much of a difference in practical terms (18 hp at first level instead of 17 is a pretty small marginal increase) but it was thematic and flavorful. Again, sometimes that counts for more than game utility.

Skill feats: These get underused, but some of them are actually pretty fantastic. Getting skills like Bluff, Intimidate and Diplomacy into the stratosphere can deliver some astonishing in-game effects; you can instantly turn hostile creatures neutral, get information, deliver mass debuffs, and warp the minds of enemies into believing all sorts of nonsense. Being able to hit high DCs on these is really useful, and these feats are how you do it. And then of course there's Perception. It's the most useful skill in the game, used again and again to detect enemies, find traps, and locate treasure. Anything that raises it is good, good, good.

If you're playing a mounted character, better Ride can save your life. If you're a rogue, anything that increases your Stealth, same same. If you're a highly mobile melee type, raising Acrobatics is going to save you from a lot of AoOs. If you're a party face, you have every reason to want Diplomacy and Sense Motive pumped up. And so on, and so on.

Now, all skills are not created equal; you're not going to see a lot of people investing in Skill Focus: Swim. But you can do a lot of good, fun and interesting things with the skill-boosting feats.

Doug M.

Sovereign Court

Lucy_Valentine wrote:


Charon's Little Helper wrote:
They'd be close IF precision damage didn't exist and IF no magical damage increases existed.

Interesting restatement of the problem. Sneak attack exists and buffs multi-weapon builds more than single-weapon builds, which means multi-weapon has to be rendered weaker so it's not OP with sneak attack. This in turn renders multi-weapon rubbish when it doesn't have sneak attack...

Design objective: balance multi-weapon no-sneak against single weapon without making multi-weapon sneak too good.
Possible solutions:
1.1) make multi-weapon by itself as good as single-weapon by removing the million feat taxes and pre-requisites.
1.2) make the sneak attack the thing that is expensively priced. Slow down sneak attack progressions, make there be feat requirements, etc.

2) apply sneak attack to only a single strike per round. Multi-weapon is now no more buffed than single-weapon.

Multi-weapon would still get more out of sneak attack if it could only trigger once a round. If there's no accuracy penalty, then you're far more likely to hit with at least one blow and trigger sneak attack than with only a single swing.

Why does multi-weapon fighting have to be as good anyway? Currently - the only mechanical reason to take the TWF tree is if you have sneak attack (and now to a lesser degree if you go massive dex & a pair of sawtoothed sabers, dip a level in swashbuckler, and take slashing grace) - and that's fine. It fits the classic fluff of the guy doing it being an agile sneaky guy Historically - it was done only very rarely anyway.

It's also not a mechanically good idea to play a character who uses drastically over-sized weapons. It's allowed. It's kinda cool. But that doesn't actually make it a good idea mechanically.


Multiweapon fighting doesn't *have* to be good; it just needs to be a viable play style because people want to play it. But if it's going to cost feats (you know, those things that make your combat skills better) the feats in question should make your combat skills better. As it stands, TWF is the weakest method of fighting, even for most rogue builds. I think the only good TWF builds are shield bashers, which is perhaps quite realistic, but rather missing the point.

It's quite telling that 99% of the feat taxes and long trees are martial; there are almost no metamagic or item creation taxes. Some very obvious taxes don't exist (eg you can Craft Staff without knowing how to Craft Wand; Maximise doesn't need Empower).


Douglas Muir 406 wrote:
Adding Toughness didn't make that much of a difference in practical terms (18 hp at first level instead of 17 is a pretty small marginal increase) but it was thematic and flavorful.

I think you need to read Toughness again:

Toughness wrote:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).


Lucy_Valentine wrote:


Charon's Little Helper wrote:
They'd be close IF precision damage didn't exist and IF no magical damage increases existed.

Interesting restatement of the problem. Sneak attack exists and buffs multi-weapon builds more than single-weapon builds, which means multi-weapon has to be rendered weaker so it's not OP with sneak attack. This in turn renders multi-weapon rubbish when it doesn't have sneak attack...

Design objective: balance multi-weapon no-sneak against single weapon without making multi-weapon sneak too good.
Possible solutions:
1.1) make multi-weapon by itself as good as single-weapon by removing the million feat taxes and pre-requisites.
1.2) make the sneak attack the thing that is expensively priced. Slow down sneak attack progressions, make there be feat requirements, etc.

2) apply sneak attack to only a single strike per round. Multi-weapon is now no more buffed than single-weapon.

dear sweet lord dont nerf SA more, it's already so needlessly g%~@@+ned restrictive and LITERALLY THE ONLY COMBAT FEATURE THE ROGUE HAS AT ALL. what little faith i had in this game would be completely shattered if someone where to honestly try to say that rogues are somehow overpowered by sneak attack existing, and a nerf for it were actually approved in print.

it'd be worse that paizo's epic blunder of "hey, MoMS is too good in our houserule system, lets nerf one of the only good things available to monks into complete and utter uselessness!" that someone actually thought was a good idea (instead of, say, banning the MoMS AT in PFS and solving several problems at once)


Honestly, I'd rather sneak attack was an optional thing, rather than a core part of the Rogue class. You have to have a specific play style to make it really work for you, and not everybody who wants to be a Rogue has that style, or has a party that accommodates that style. Generally, I use the SGG Talented Rogue, which does just that. You can get it if you really want it, but you don't have to.


Kelsey Arwen MacAilbert wrote:
Honestly, I'd rather sneak attack was an optional thing, rather than a core part of the Rogue class. You have to have a specific play style to make it really work for you, and not everybody who wants to be a Rogue has that style, or has a party that accommodates that style. Generally, I use the SGG Talented Rogue, which does just that. You can get it if you really want it, but you don't have to.

personally i'd like it if it were more like what the sleyer has: yes it's a slower progression, but they're actually competent in combat without it--they dont hinge entirely on one easily shut down ability. it's certainly a boon when it comes up, but they don't require it to function.

i'm still upset that there are no rogue ATs that grant either studied combat/strike or favored target (both of which were stated in the playtest to be a thing that was happening). that they didn't even get a brawler feat-grab or panache AT unlike every class under the freaking sun is just another slap in the face--as someone who likes the rogue i'm getting sick and tired of bruised cheeks.

not even going to START on the monk.


What percentage of your feats do you have to pay annually?


AndIMustMask wrote:
dear sweet lord dont nerf SA more, it's already so needlessly g*$%#$ned restrictive and LITERALLY THE ONLY COMBAT FEATURE THE ROGUE HAS AT ALL. what little faith i had in this game would be completely shattered if someone where to honestly try to say that rogues are somehow overpowered by sneak attack existing, and a nerf for it were actually approved in print.

I don't think you read the rest of the conversation leading up to that bit. I'm not suggesting rogues are OP - that would be ludicrous. I'm suggesting that TWF as a style could be beefed up if it didn't interact with SA the way it does. Then the rogue wouldn't be completely reliant on the SA.

See?


Weslocke wrote:
What percentage of your feats do you have to pay annually?

When I'm a fighter who invests in feats chains, I'd say at least 75% as a conservative estimate.

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