| chbgraphicarts |
Stamina seems like a bit of a successor to the Martial Maneuvers system introduced in 3.5's Tomb of Battle, especially with the whole "replenishes between combat" thing.
You get tricks based on your Combat Feat choices, and while most classes dealing with Combat Feats will be as static as the Spells Known list of a Sorcerer, other classes are a bit more fluid with how they deal with Combat Feats.
Obviously, the Fighter and Warpriest get the biggest set-in-stone values, since both classes can get as many Combat Feats as they have Character Levels, and thus can have all manners of Feats and their Stamina abilities.
But how exactly does the system mesh with the Cavalier and other classes which use Tactician or a Tactician-like ability? Many Teamwork Feats are also Combat Feats, so when you use Tactician to grant Teamwork Feats to other players, you'll also be granting the Stamina tricks of those Feats as well, right?
And then there's the whole matter of Martial Flexibility. Having access to theoretically ANY Combat Feat in the game at any time is already a crazy-cool ability, but now that there's the whole new dynamic of having both the initial Feat ability as well as its Stamina ability adding to decisions.
Abilities like Tactician and Martial Flexibility USED to dictate what Feats were worth taking (and maybe granting) simply at face-value, but now with Stamina, is it a little bit more gray? Are their cases of odd-man Feats that can/should be chosen as fuel for Tactician or MF, simply because their Stamina abilities are great, or does the primary, non-Stamina ability of a Feat still rule when making choices for these abilities, with Stamina potentially just being icing on the cake?
KingOfAnything
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Looking through the teamwork feats, there are some that would be nice extras and some that won't work well.
Several of them allow you to gain the benefits of the feat even when your allies don't possess it. This is a nice benefit for feats you aren't planning to use Tactician on. Other feats allow you to spend stamina to bypass position restrictions, or (such as in the case of Outflank) provoke AoOs even when you did not confirm a critical hit.
Overall, primary function is going to be the driving factor, but combat tricks will make some feats attractive that otherwise would not be, and enhance the play of some others.