I Wish Classes Essentially Got Class Feats at Every Level


Skills, Feats, Equipment & Spells


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In terms of the general effectiveness of your character, it seems to me that the number of meaningful options available to your build has gone down. Ancestry feats and General feats seem to be generally less useful and more situational than your combat feats with the possible exception of those ancestry feats that grant you weapon proficiencies and the human's option of gaining an additional level 1 class feat.

In PF1, a talent-based class would essentially gain a meaningful new power every level in that they were always either getting a new talent or a new feat which could be useful in building towards a new playstyle or just gain the character an extra talent.

Moreover, the game is still full of effective feat chains that take up a lot of feats to remain effective:
Animal Companions, Multiclass feats, Spell Power Builds, totem feats etc.

I am always wishing I could build a character that does two things well rather than just one thing well.

Want to make a ranger that has an animal companion and uses crossbows competitively?
You can't.

Want to make an alchemist whose bombs are a meaningful offensive threat but also have poisons that are worth a damn?
You can't.

Want to make an arcane monk that multiclasses wizard so he can use intelligence as his spell pool?
You can't. (you kinda can but you suck)

I either want more class feats or I want general feats to be a lot better (and likely include the option to use general feats as multiclass feats).


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I kind of get that feeling, at least for certain classes. Fighters seem better than they used to be in this regard, and I Barbarians seem to be doing a little better as well. Rogues too I think.

But Rangers and Monks feel spread pretty thin.

Proxy, I had some musing on this that led me to create a thread, and I'd value your perspective on it.
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I don't especially touch on General Feats in there but I do feel like they should be better or usable for class feats. I think Ancestry feats aren't in a terrible place, at least for low levels as most ancestries have at least a few I want.


While some classes are more affected on this than others, I do agree they need to adjust somethings a bit. Sometimes it can feel like your only choice is what feat line your going down, which then forces you to specialize. This {in the worst interpretation of the situation) seems more like your picking an archtype for the class, with only the illusion of choice behind it. -(note, you can simply choose not to go continue down side line, but in cases where there prerequisites and/or other things needed to set up to be useful, that a really hard pill to sallow)

I would not mind, say a general Feat along the lines saying "Gain one class feat {in your own class}. For the purposes of meeting its prerequisites, your class level is equal to half your level. You can select this more than once.". Has it would allow you to specialize, but still allow you to spread out a little, or be helpful in spreading out in general, without being to broken.


Siro wrote:

While some classes are more affected on this than others, I do agree they need to adjust somethings a bit. Sometimes it can feel like your only choice is what feat line your going down, which then forces you to specialize. This {in the worst interpretation of the situation) seems more like your picking an archtype for the class, with only the illusion of choice behind it. -(note, you can simply choose not to go continue down side line, but in cases where there prerequisites and/or other things needed to set up to be useful, that not really hard pill to sallow)

I would not mind, say a general Feat along the lines saying "Gain one class feat {in your own class}. For the purposes of meeting its prerequisites, your class level is equal to half your level. You can select this more than once.". Has it would allow you to specialize, but still allow you to spread out a little, or be helpful in spreading out in general, without being to broken.

I think a general feat for a 1/2lv class feat is a pretty solid idea, actually. Perhaps you could also gain additional general feats (on top of Ancestry feats) at 5/9/13/17? That mostly depends on what increase in options is "too much".


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"This {in the worst interpretation of the situation) seems more like your picking an archtype for the class, with only the illusion of choice behind it."

I totally agree with it. And i feel this even in the fighter.

While i definitely like the general/skill/class feat idea, i have the feeling that my characters are somehow "less cool" than pathfinder 1 characters.

Plus, there are some class feats that i really don't see anyone getting, like Barbarian Lv 2 Internal Fortitude or Paladin Lv 4 Divine Health. They are good, they make sense to the class, but they aren't cool as something more active like No Escape, Acute Scent or even Divine Health.

I think people will mostly go around with the class feats that add to their "principal" build most of the levels. Right now there are levels that you don't find anything that seens to "continue" a path that you chose at level 1, and you can go back and geat a class feat from a previous level (a crossbow ranger gets on lvl 6 and then picks Animal Companion, for example), but with new class feats being released, soon there will be no opportunity to get a feat from previous levels.


Remotaku wrote:

"This {in the worst interpretation of the situation) seems more like your picking an archtype for the class, with only the illusion of choice behind it."

I totally agree with it. And i feel this even in the fighter.....

I should used clearer terminology with the "in the worst interpretation of the situation.", that's my fault. I did not mean it in the "This is the worst way to interpret the situation of class feat." but in the "if you see how Class Feats and choice in them were handle as the worst possible way."

I personally don't think its completely being stuck into an Archtype, {there is nothing technically stopping you from choosing another feat instead of one on the path} but it becomes very close to it in to many circumstances to not be addressed in some way. {In practice doing so means your overall weaker on the former and do not have much ability in the latter, really encouraging to just continue on the path, as you have to few class feats to waste on something that will not have results.}


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I agree with this in that I feel like I am progressing in a bunch of different directions as I level to the point where things feel a bit disjointed.

I think part of this stems from Skill/General/Ancestry Fests don't really seem to foster a character concept so much as they foster their own individual paths. Advancing with a respective feat selection on those selections doesn't feel like I'm building a cohesive character so much as putting ornaments on a Christmas tree.

I'm not sure class feats can be straight added without serious adjustments to power level for certain classes/class feats but I think that's part of the problem.

Does anyone else have similar "disjointed" feelings in regards to the differing feat lines? It doesn't terribly bother me, but I have felt this way pretty much every time it comes to putting a sheet together. Maybe that's the intent, but it does make the Class aspect feel very "thin" as a result.


Midnightoker, I agree with you that just adding free class feats would most likely require a serious rebalance of the entire game. In terms of the different Feats available, if you were to ask someone if they could change every feat they had to just one type of feat, they would most likely choose Class Feats. I think, by design, Class feats were made to be the most impactful, and generally there are most powerful type of feat. I think the main problem is, it seems like you become more limited in your choose after the 1st feat or 2nd, as future feats either require you to have another feat, requires another feat/ set of feats to become useful, or because PF2 is a bit more dangerous then PF1, encourages you to be more specialized to ensure you can meet the danger.

A way to acquire class feats at the cost of other resources could help, or lessening the feat/ basically feat chains can also be a solution. A novel idea may be to let more Feats 'Heighten' as you level up (such as I believe the "Power Attack" feat does, though this may also require some rebalancing).

As for the other feats I have a slightly different experience with it {though save for trying to do convert a long-time PF1 Bard I played {at least in concept} to the new system both to see the difference between the system and see if I understood how it works, I've mostly done low character level stuff.) For example, the Bard got the 'Legendary Diplomat' skill feat, which would let him (Theoretically) stop a fight to engage in negotiations {which is auto broken if someone engages in hostile actions.) Now this let him use the Bard class feat 'Melodious Spell' (a spell that hides a bard spell casting in a Performance) to cast buff/healing spells, and get a free round to cast some mind altering ones, all during this break because of a skill feat.

However, I also think the disconnection problem will be solved when we get the finished product, as I believe there will be more feats to choose from, and from that more ways to connect all the feats a character has.


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Feel like it would be better to just make some abilities automatic instead of them taking a feat to get.


I don't especially feel characters seem disjointed. I rather like that the different kinds of feats fill in different categories for any given character.

Vidmaster7 wrote:
Feel like it would be better to just make some abilities automatic instead of them taking a feat to get.

Yeah, that could work too, though I'm not sure precisely what abilities those would be. I like that the monk doesn't always have ki powers for example.


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Theirs got to be few iconic ones in there somewhere


Racial(Ancestry) feats should get the Axe ASAP. and in their place put additional regional feats.

If some racial features need additional development they can be done via general feats.

Also general feats should be used to take class feats. Maybe limit it to 1/2 your level(round up)


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I wouldn't mind higher level ancestry feats to make a elf more elfy etc.


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Midnightoker wrote:

I agree with this in that I feel like I am progressing in a bunch of different directions as I level to the point where things feel a bit disjointed.

I think part of this stems from Skill/General/Ancestry Fests don't really seem to foster a character concept so much as they foster their own individual paths. Advancing with a respective feat selection on those selections doesn't feel like I'm building a cohesive character so much as putting ornaments on a Christmas tree.

I'm not sure class feats can be straight added without serious adjustments to power level for certain classes/class feats but I think that's part of the problem.

Does anyone else have similar "disjointed" feelings in regards to the differing feat lines? It doesn't terribly bother me, but I have felt this way pretty much every time it comes to putting a sheet together. Maybe that's the intent, but it does make the Class aspect feel very "thin" as a result.

Yes, I got this feeling as well. It's like I have four boxes, and I can pick things from those boxes. But they have nothing to do with each other, don't interact, and really don't go together. The net result is I'm building four different things at the same time and then combining them at the end to see what I get, rather than building something cohesive.

It isn't so bad with skill feats, as I can find interesting things to do with those. Class feats are the most interesting. Ancestry feats? Those are just time wasting choices to me, something they added to say "we have more choices than before!" but that don't really contribute to the game in a meaningful way.

If it were up to me, ancestry feats would get axed entirely or chopped down to "you get one at first level, but what they do is significantly improved so that it actually matters."


On the topic of things feeling “disjointed”:
I think this is kind of a good thing at least in terms of skill feats. This is a method of separating more roleplaying/out of combat focused game mechanics from combat mechanics which is essentially the core of player power and game balance for Pathfinder. It is good that those things don’t compete with each other because otherwise players will feel like they need to make a character who is boring out of combat in order to not fall behind in their core competency (combat).

General feats and ancestry feats feel like they want to add to your “core competencies”, though. That is why I wish General feats did more to add meaningfully to your build in the way class feats do.


Midnightoker wrote:
I think part of this stems from Skill/General/Ancestry Fests don't really seem to foster a character concept so much as they foster their own individual paths. Advancing with a respective feat selection on those selections doesn't feel like I'm building a cohesive character so much as putting ornaments on a Christmas tree.

I essentially 100% agree with this except for I'd say, in the case of the Ranger, that the distribution of feats doesn't allow me to duplicate or create a build with the equivalent agency that I had in P1.

It's not that I can't create a character concept, it's just that in the case of a Ranger, the concept is either extremely limited in comparison to P1, or, lacks the effectiveness: To narrow or spread to thin. In and of itself, this is not inherently wrong, but coming from P1, it's not an improvement to the game.

Quote:
Does anyone else have similar "disjointed" feelings in regards to the differing feat lines? It doesn't terribly bother me, but I have felt this way pretty much every time it comes to putting a sheet together. Maybe that's the intent, but it does make the Class aspect feel very "thin" as a result.

I wouldn't call it disjointed, but I feel frustrated. On some level, I like that we are forced to choose some general or ancestral feats that flesh-out the character, however, I would instantly trade those General and Ancestry feats in for Class feats if given a chance, at least for a Ranger.

I believe the Ranger has 39 class feats from 1-20. We are only given 11 class feats. We can get 2 more 1st level Class feats using a General and taking Human. That means, at best, you get 1/3 of the options available to you. Contrast that with a P1 Ranger where the only Class feats you didn't get where the Combat Style feats that didn't fit your style anyway, and one branch of the Hunter's Bond. I preferred that paradigm . In exchange for customization, Paizo has forced the Ranger to choose between agency or effectiveness and if left this way, it is not an improvement over P1 and I will just stick with P1 for as long as possible.


Excaliburproxy wrote:

On the topic of things feeling “disjointed”:

I think this is kind of a good thing at least in terms of skill feats. This is a method of separating more roleplaying/out of combat focused game mechanics from combat mechanics which is essentially the core of player power and game balance for Pathfinder. It is good that those things don’t compete with each other because otherwise players will feel like they need to make a character who is boring out of combat in order to not fall behind in their core competency (combat).

General feats and ancestry feats feel like they want to add to your “core competencies”, though. That is why I wish General feats did more to add meaningfully to your build in the way class feats do.

I can agree that Skill Feats are not the main culprit of this feeling, especially for the Rogue (and the Bard which I made also felt greatly improved via Skill Feats, particularly Fascinating Performance)

That said, Ancestry Feats and General Feats just feel very tame and non-goal oriented.

I ended up selecting human for all of my builds because I simply felt that none of the other races fostered interesting character concepts so much as they fostered their own respective race concept.

General Feats in my mind are in a terrible spot as they have no real definition other than a "catch all" for feats that don't fall into Skill category (which I honestly end up taking Skill Feats anyways).


I feel like ancestry feats might be in a good place too if they were something you got ON TOP OF other options that mattered more. It is cool that an elf can pick up a curve blade or gain a scaling catrip or two. That adds to the feel of playing that character. That sort of thing is no substitute for something that really adds to your build though.


Excaliburproxy wrote:
I feel like ancestry feats might be in a good place too if they were something you got ON TOP OF other options that mattered more. It is cool that an elf can pick up a curve blade or gain a scaling catrip or two. That adds to the feel of playing that character. That sort of thing is no substitute for something that really adds to your build though.

I dunno, the ancestry feats seem like they have potential with specific builds. Burn It seems better than overwhelming sorcery if you want to focus on fire. The Dwarven war axe looks like one of the best weapons in the game to me. No one will complain about more skills, or extra move speed. A gnome familiar saves you a class feat and familiars are great. Distracting shadows looks kind of wonderful on a sneaky build-- is very been Contemplating a heavy crossbow Ranger with that. Orc ferocity looks really great on a Frontliner, much better than last edition. (It might be slightly less good post errata to death and dying, but it is still solid.)

And any of the weapon feats can be helpful if you want to gish. I don't think every ancestry has feats that are especially relevant to every build, but it is hardly shocking for some ancestries to excel more at certain things than others, especially this early into the edition.


Captain Morgan wrote:
Excaliburproxy wrote:
I feel like ancestry feats might be in a good place too if they were something you got ON TOP OF other options that mattered more. It is cool that an elf can pick up a curve blade or gain a scaling catrip or two. That adds to the feel of playing that character. That sort of thing is no substitute for something that really adds to your build though.

I dunno, the ancestry feats seem like they have potential with specific builds. Burn It seems better than overwhelming sorcery if you want to focus on fire. The Dwarven war axe looks like one of the best weapons in the game to me. No one will complain about more skills, or extra move speed. A gnome familiar saves you a class feat and familiars are great. Distracting shadows looks kind of wonderful on a sneaky build-- is very been Contemplating a heavy crossbow Ranger with that. Orc ferocity looks really great on a Frontliner, much better than last edition. (It might be slightly less good post errata to death and dying, but it is still solid.)

And any of the weapon feats can be helpful if you want to gish. I don't think every ancestry has feats that are especially relevant to every build, but it is hardly shocking for some ancestries to excel more at certain things than others, especially this early into the edition.

That is all pretty true. Still, you run out of really effective options after 1 or 2 feats. If anything, I'd prefer to have ancestry feats to act more like skill feats than class feats: these are things to enhance a character outside of their core competency. Weapon proficiencies for casting classes seems good but I am not sure we need to have dwarven fighters to have a better version of the bastard sword; or for that matter, we maybe don't want human fighters to be raised by gnomes to get their flick mace.

Scarab Sages

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I would argue that the issue isn't that classes don't get enough feats, but that enough feats don't feel impactful enough for the pace at which we get them.

Take, for example, the now famous 1st Level Paladin Feat: Warded Touch. This is a feat that lets you do something that doesn't really seem like it should need a feat to do (Lay on hands with a hand full), but it also lets you avoid AoO's, if those are prevalent in your adventure. Using a shield and healing someone seems like it should be a basic thing, but now it requires a feat to be able to do something basic. Most classes have many feats like this; they tend to either do something that seems like it should be baseline, or that has a very minor effect. I would RATHER have feats that have a larger impact on play. There is, of course, a balance they have to strike: Weaker feats would be fine if we got them more often, and stronger feats would feel great if we got them less often. For what it's worth, I actually think most Skill and General Feats are in a pretty decent place for their pacing, but the class feats do feel very conservative.

Many feats simply don't grant enough of a bonus, or grant it too late. Why do fighters have to wait to get Combat Reflexes at 10th level? In PF1, an early Combat Reflexes is a build-defining feat, and I would argue that Combat Reflexes is actually one of the better carryover feats from D&D 3.5. I understand that it may be intimidating to front-load classes with cool/eclectic options, but with traditional 3.5 multi-classing gone there should be more freedom to allow for this. As it stands, class feats feel to conservative for being class restricted, and many build/style-defining feats are acquired too late in character advancement.


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Davor wrote:
I would argue that the issue isn't that classes don't get enough feats, but that enough feats don't feel impactful enough for the pace at which we get them.

It really depends on the Class. Rangers in P1 have a lot of versatility that was baked into the class. P2 has pulled a lot of it out and now forcing players to choose between feats that make you better at combat and feats that address two or three different themes. A perfect example is Wild Empathy. This was free for Rangers in P1, and not it costs a feat and is juxtaposed to Full Grown Companion, Swift Tracker, and Skirmish Strike. So in the Ranger's case, you need more feats to get back that feeling of versatility/agency you had in P2.

Another perfect example is the Animal Companion that Capt. Morgan already addressed. In P1, it took one General feat for me to have competent companion. In P2, there are eight feats needed to flesh-out the companion....eight feats. You only get 11.

Scarab Sages

N N 959 wrote:
Davor wrote:
I would argue that the issue isn't that classes don't get enough feats, but that enough feats don't feel impactful enough for the pace at which we get them.

It really depends on the Class. Rangers in P1 have a lot of versatility that was baked into the class. P2 has pulled a lot of it out and now forcing players to choose between feats that make you better at combat and feats that address two or three different themes. A perfect example is Wild Empathy. This was free for Rangers in P1, and not it costs a feat and is juxtaposed to Full Grown Companion, Swift Tracker, and Skirmish Strike. So in the Ranger's case, you need more feats to get back that feeling of versatility/agency you had in P2.

Another perfect example is the Animal Companion that Capt. Morgan already addressed. In P1, it took one General feat for me to have competent companion. In P2, there are eight feats needed to flesh-out the companion....eight feats. You only get 11.

Oh, I already vented about the Animal Companion RULES, but I don't mind needing to invest in a companion to get a powerful ally. We already had the issue of certain AC's in PF1 being too good at martial combat compared to actual martial characters.

But here's the thing: You don't NEED that many feats to get back the agency. What if you only got 5 feats throughout your adventuring career, and one of them was: "Animal Companion: You get X benefits, and at X level, X level, X level, and X level you select from these improvements." That would be an amazing, build-defining feat, and you'd sit there in eager anticipation reaching for 5th level because you'd get ANOTHER build-defining feat. You could also have a "Natural Lore" feat that gets you things like Wild Empathy, Superior Tracking, Nature-based Spells for Spell Points, etc., all tied to a theme, all for one feat. Again, in a 1 feat/5 levels, that'd work, because every feat would be huge. All PF2 needs to do is strike a balance given their current feat structure, and I simply don't think they've found it yet. SOME feats are really cool, but in general there needs to be a bit more scaling with current feats, especially in feat chains.

Another example: Fighter's have a lot of Singleton feats, which is a great inclusion, but many of them feel kind of "meh" on their own. What if you got "Dueling Expertise" at 1st level, which gave you Combat Grab and Dueling Parry, having a feat essentially unlock those action types? That's not a GREAT example, but I feel like some of these feats could really stand to be condensed and/or allowed synergies to make them feel more impactful.


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Davor wrote:
Oh, I already vented about the Animal Companion RULES, but I don't mind needing to invest in a companion to get a powerful ally.

First off, the baseline (Core) animal companion for a Ranger was unsuitable for combat. It's unsuitability for combat. Without the Boon Companion, you can't use a Ranger's companion in combat.

Quote:
We already had the issue of certain AC's in PF1 being too good at martial combat compared to actual martial characters.

I think you're confusing the Ranger and Druid companion. The Ranger's companions were limited. Wolf and Small Cat are about the most formidable. Plus, the Ranger lacks the spells and caster level consistently boost it.

Quote:
But here's the thing: You don't NEED that many feats to get back the agency.

When I talk about agency, I'm talking about the ways in which a player can influence the game. An Companion's agency is via Tricks e.g. fetch, seek, guard, liberate, etc. Currently, P2 has limited Tricks, so there is no way to get the agency of a P1 companion. I imagine Paizo will eventually get around to fleshing out Tricks, so we'll have to see at that point.

Quote:
What if you only got 5 feats throughout your adventuring career, and one of them was: "Animal Companion: You get X benefits, and at X level, X level, X level, and X level you select from these improvements." That would be an amazing.

What if you got an animal companion and it automatically advanced as you leveled up instead of having to burn feats to improve it?


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Davor wrote:
But here's the thing: You don't NEED that many feats to get back the agency. What if you only got 5 feats throughout your adventuring career, and one of them was: "Animal Companion: You get X benefits, and at X level, X level, X level, and X level you select from these improvements." That would be an amazing, build-defining feat, and you'd sit there in eager anticipation reaching for 5th level because you'd get ANOTHER build-defining feat. You could also have a "Natural Lore" feat that gets you things like Wild Empathy, Superior Tracking, Nature-based Spells for Spell Points, etc., all tied to a theme, all for one feat. Again, in a 1 feat/5 levels, that'd work, because every feat would be huge. All PF2 needs to do is strike a balance given their current...

I was just thinking the same thing. Maybe not less feats, but having the feats scale more instead of taking feats just to keep your abilities relevant at higher levels would feel a lot better I think. I like where they are going with the class feats, but it feels like the chassis of most of the classes got striped so much that I would have to spend all my feats getting what I need to keep up instead of getting something that lets me do something new. In pf1 this wasn't so bad because often feats were something that was outside of your class, which had more then enough stuff going for it(well... maybe not all the classes), but even then, few people liked feat chains(my group's house rules largely involved reducing feat chains or at least reducing the restrictions on them), and yet now it feels like they are back and more important then ever, even if the actual prereq's are no longer as much a problem.


I'd like more class feats as well. But ultimately, the goal is to make fun characters.

I hope the goal is to make PF2 a high fantasy game, because I'm not into the 4E feel at all.


Jason S wrote:

I'd like more class feats as well. But ultimately, the goal is to make fun characters.

I hope the goal is to make PF2 a high fantasy game, because I'm not into the 4E feel at all.

I don’t think PF2E feels anywhere near as gamist and unnatural as 4e does. Within the context of this thread though: are you insinuating that additional more frequent feats would make the game less high fantasy in some way?

I am perplexed.


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Dead Phoenix wrote:
I like where they are going with the class feats, but it feels like the chassis of most of the classes got striped so much that I would have to spend all my feats getting what I need to keep up instead of getting something that lets me do something new.

You're observation is spot on, and exactly why I do not like what Paizo has done with class feats.

Paizo's strategy is pretty straightforward. They've stripped the classes because they obviously believe people want more customization. The think that some people who play Rangers don't really want Wild Empathy and would love the chance to opt out and get something else. I'm sure that's true in some cases. But the implementation has criticial issues:

1) For some classes, like the Ranger, many of these stripped features represent utility or flavor for the class. But they haven't given the class enough feats to get back to baseline build. I can't build the character I had in P1, and even if i was never suppose to, because you've put these familiar abilities in as class feats, I feel compelled to try and pick them so I can play something that feels familiar. To put it another way, Paizo approach fails, for me, because I am trying to rebuild what I was familiar with and can't. If this were a completely new class, I wouldn't have any expectations and the choices wouldn't feel like I'm getting screwed. I shouldn't have to choose between Wild Empathy and Swift Tracker when both of those were freely available to the Ranger in P1. I should get Wild Empathy and you should let me choose between it working better in Context A or Context B. I should automatically get Swift Tracker and I should be choosing whether it works better in Context A or Context B.

2) Worse than jumbling all the utility/theme feats in the same bucket, Paizo has mixed in Combat feats. So now, a player feels penalized for taking Wild Empathy and not taking Full Grown Companion.

Quote:
In pf1 this wasn't so bad because often feats were something that was outside of your class, which had more then enough stuff going for it(well... maybe not all the classes),

Exactly. If I chose a Ranger, I got all the things associated with being a Ranger and then I got some extra feats to round out the build.

It's clear that Paizo likes this paradigm because they obviously think this allows them to potentially skip having to make archetypes. They simply put all the archetype feats in with the standard class feats and now players can build themselves the archetype or the standard built. But they'll be building archetypes anyway because it's another book they can sell. And in the present, they've created a problem in that they don't give a class like the Ranger enough class feats to get the Standard build or, the standard build isn't really a thing anymore, so a P1 player has to try and muddle something together that's not satisfying.


Im not in favor of this at all. way too artificial. the classes are all pretty good right now, for a CRB. each class is very nicely distinct right now. they could use a little tweaking, but every class getting class feats at every level, would massively unbalance the game. since it's clear that the more pure martial you are the more class feats you get.


I do not like this suggestion at all.


ikarinokami wrote:
Im not in favor of this at all. way too artificial. the classes are all pretty good right now, for a CRB. each class is very nicely distinct right now. they could use a little tweaking, but every class getting class feats at every level, would massively unbalance the game. since it's clear that the more pure martial you are the more class feats you get.

Well, if we are talking about casting classes not generally getting a bonus feat at level 1, fighters get 3 "extra" feats over 20 levels whereas all other martials still only get the one extra feat. So I don't know what you are saying?

I must concede that the analysis is a little more complicated than that since I think the fighter has feats that have more mechanical impact on character effectiveness than most caster feat; a fighter might want to use power attack or dual strike every round while a caster will benefit from reach spell relatively rarely.

Also. is my suggestion for changing the role, power, and prevalence of general feats "artificial"?

Data Lore wrote:
I do not like this suggestion at all.

Like most suggestions that I make, I like this suggestion very much.

Scarab Sages

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I will again state that the problem is not that we get too few feats, but that feats gained are not impactful enough at their current progression. If we got these feats every level, it might be too much, especially given how successful the "Every Even Level" worked for PF1s class talents. I would just like class feats to be balanced around their current rate of acquisition.


Davor wrote:
I will again state that the problem is not that we get too few feats, but that feats gained are not impactful enough at their current progression. If we got these feats every level, it might be too much, especially given how successful the "Every Even Level" worked for PF1s class talents. I would just like class feats to be balanced around their current rate of acquisition.

I think that crowds out design space for feats that have weaker effects and room for more creative builds at lower levels.

Man, I understand that some people aren't interested in looking through a whole list of smaller feats. I am actually kind of into that kind of thing though and I am sure there are some people who would be willing to pay the "cost" of going through more feats in order to tune their builds at a finer level.


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Excaliburproxy wrote:
Davor wrote:
I will again state that the problem is not that we get too few feats, but that feats gained are not impactful enough at their current progression. If we got these feats every level, it might be too much, especially given how successful the "Every Even Level" worked for PF1s class talents. I would just like class feats to be balanced around their current rate of acquisition.

I think that crowds out design space for feats that have weaker effects and room for more creative builds at lower levels.

Man, I understand that some people aren't interested in looking through a whole list of smaller feats. I am actually kind of into that kind of thing though and I am sure there are some people who would be willing to pay the "cost" of going through more feats in order to tune their builds at a finer level.

It's not just an issue for players though, it's an issue for GMs to memorize and understand all the added feats and when more content is released down the line it will create rules bloat if there's a slew of non impactful feats and increases feat counts across the board.

Currently feats are sitting about at the same strength as first edition, which is a problem based on the design structure. That goes for all feat groups as well, not just Class feats.

Scaling feats would be a much more elegant solution, with potentially allowing general feats to qualify for what currently are Class feats (like Cleave or potentially even Archetype/Multiclass feats)

I agree with your problem, just not necessarily the proposed solution. Davor isn't the only one who feels feats are a bit lacking in their current state, and I'm also in the camp of quality over quantity.


Midnightoker wrote:
Excaliburproxy wrote:
Davor wrote:
I will again state that the problem is not that we get too few feats, but that feats gained are not impactful enough at their current progression. If we got these feats every level, it might be too much, especially given how successful the "Every Even Level" worked for PF1s class talents. I would just like class feats to be balanced around their current rate of acquisition.

I think that crowds out design space for feats that have weaker effects and room for more creative builds at lower levels.

Man, I understand that some people aren't interested in looking through a whole list of smaller feats. I am actually kind of into that kind of thing though and I am sure there are some people who would be willing to pay the "cost" of going through more feats in order to tune their builds at a finer level.

It's not just an issue for players though, it's an issue for GMs to memorize and understand all the added feats and when more content is released down the line it will create rules bloat if there's a slew of non impactful feats and increases feat counts across the board.

Currently feats are sitting about at the same strength as first edition, which is a problem based on the design structure. That goes for all feat groups as well, not just Class feats.

Scaling feats would be a much more elegant solution, with potentially allowing general feats to qualify for what currently are Class feats (like Cleave or potentially even Archetype/Multiclass feats)

I agree with your problem, just not necessarily the proposed solution. Davor isn't the only one who feels feats are a bit lacking in their current state, and I'm also in the camp of quality over quantity.

I am actually one of those GMs that kind of plays the game vicariously through his players.

That said, you do raise a good point: any increase in understanding build complexity may be multiplied by 4 or 5 for the DM. That said, a DM does not need to know the mechanics for every one of their player if the GM trusts the players to know the rules.

I would still come down on the side of "more quantity" to a certain extant.

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