Abilities That Shouldn't Be Abilities


Pathfinder First Edition General Discussion


There's the common joke that it takes a feat in Pathfinder to know how to breathe in, and a second feat to breathe out.

What feats or abilities do you feel should just be baked into the game?

In example, the Rumormonger Rogue Talent requires a 10th level Rogue to spread a rumor around the local farmers that Farmer Jonah might be milking his neighbours cows rather than his own.


Opuk0 wrote:
What feats or abilities do you feel should just be baked into the game?

Do these have to be things that we feel are stupid-silly? Or can we nominate things we think should be baked in, but aren't necessarily that stupid for existing?

Because I'd like to nominate Trapfinding, mostly because I feel like traps are a legacy element that isn't important enough that disarming magic ones needs to be a separate thing.


IMO Strike Back should be something that any character can do with a readied action.

I know other common examples are Power Attack and Combat Expertise. Since they are similar to charge in that you are taking a penalty in order to gain a bonus.

Having these two feats baked in would also give players more options since they won't feel compelled to sink a feat into one or both of these for a character concept unrelated to these feats.

I also second trapfinding. I had a discussion with a player last week over this. Their slayer just hit 4th level and they could pick up trapfinding as a slayer talent. I had to point out that it was a tough call. Since on the one hand the group was unlikely to encounter much in the way of magic traps at our level. On the other hand, their next real opportunity to pick up trapfinding would be 8th level. Sure they get a talent point at 6th, but that will inevitably be spent on the ranger combat style talent.


I'm mainly talking about stuff that you'd assume you could just do.

Such as being able to wear an eye patch: Bilge Rat


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I think the "this combat maneuver provokes an attack of opportunity unless you have (Improved x)" was one of the biggest mistakes in the game. Sure, have the improved feat, just let it have the static +2 bonus to perform the feat, that is good enough. Having combat maneuvers provoke means that when characters (or monsters) want to try something a little out of their box they usually get enormously punished because the if someone hasn't already used up the opponent's AOO then they stand a good chance of getting hit, which is bad enough, but that hit is probably going to cause the maneuver to fail.


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Opuk0 wrote:
In example, the Rumormonger Rogue Talent requires a 10th level Rogue to spread a rumor around the local farmers that Farmer Jonah might be milking his neighbours cows rather than his own.

Rumormonger is a bit more powerful than that, though. You create a rumor and it's "practically accepted as fact within the community", which is an extreme boost in narrative prowess. Getting a whole metropolis to accept a lie as fact in a week is not something a standard bluff check should ever allow you to do.

The royal family is a pain in your neck? The whole capital are now convinced they're demon cultists.
You don't think your paladin pal gets the recognition they deserve? Everyone knows they've rescued fifteen dragons and slain thirty maidens.
Did you get caught doing something illegal? You were obviously framed by that dastardly fiend, Bob McInnocent.
You don't have an invite to the big party? Of course they'll make an exception for the Divine Heir, chosen savior of the realm.


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The metamagic feat Threatening Illusion.

I'd have thought that if you fooled an enemy into thinking there's a monster behind him, that would automatically create enough of a distraction to give you the benefit of flanking. After all, you could get this benefit with Summon Monster 1, so there's no real balance issue to doing the same with an illusion.

But apparently you have to be a gnome caster, you have to take two feats, and you have to use a spell slot one level higher than normal.


Wonderstell wrote:
Opuk0 wrote:
In example, the Rumormonger Rogue Talent requires a 10th level Rogue to spread a rumor around the local farmers that Farmer Jonah might be milking his neighbours cows rather than his own.

Rumormonger is a bit more powerful than that, though. You create a rumor and it's "practically accepted as fact within the community", which is an extreme boost in narrative prowess. Getting a whole metropolis to accept a lie as fact in a week is not something a standard bluff check should ever allow you to do.

The royal family is a pain in your neck? The whole capital are now convinced they're demon cultists.
You don't think your paladin pal gets the recognition they deserve? Everyone knows they've rescued fifteen dragons and slain thirty maidens.
Did you get caught doing something illegal? You were obviously framed by that dastardly fiend, Bob McInnocent.
You don't have an invite to the big party? Of course they'll make an exception for the Divine Heir, chosen savior of the realm.

PLUS, you can pick up Rumormonger from three levels of Charlatan UnRogue, along with Natural Born Liar and Dex-to-DMG.

Then five levels of Brazen Deceiver Bard, and you can literally make anyone believe anything. Like, you could become a Lich, and literally tell people you are still alive...


Weapon finesse should have been baked into the rules, no feat, though weapon finesse as a feat that grants dex to damage would be fine.

I agree, combat maneuvers provoking without "x" feat should not be a thing.

I am sure there is a big list of things I thought you could do without a feat or class feature until that option shows up.


Weapon Finesse is one of the few common examples I disagree with, actually.
Dexterity effects way more stuff than Strength. If you want to add even more to the list (and a fairly significant addition), a feat seems fair.


There's a lot of abilities to fix the apparent problem that our characters are completely incapable of multitasking. Shot on the Run, Flyby Attack, Bestial Leaper, Ride-By Attack, Spring Attack, etc.

Doing anything while moving shouldn't end your movement, but it does.

====

VoodistMonk wrote:

PLUS, you can pick up Rumormonger from three levels of Charlatan UnRogue, along with Natural Born Liar and Dex-to-DMG.

Then five levels of Brazen Deceiver Bard, and you can literally make anyone believe anything. Like, you could become a Lich, and literally tell people you are still alive...

Love that archetype. It's the best non-combat rogue dip of them all imo, but I am a bit disappointed that UnRogue did away with the Convincing Lie talent.


Being able to turn during a charge or sprint. I mean, your average track field is curved and nobody seems to have trouble doing that.


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Natural Spell. Druids should be able to just cast Spells while in Wld Shape.


Darigaaz the Igniter wrote:
Being able to turn during a charge or sprint. I mean, your average track field is curved and nobody seems to have trouble doing that.

I am curious as to how short the curves are on your running field, and if rounding those curves takes less than three to four seconds. Even charging at 6.8 mph (assuming 30ft base speed), weighed down by who knows how much gear, rolling your ankle is quite the risk with sudden turns... Especially if you are also attempting to keep up your defense to some degree AND try to hit someone at the same time.


Scott Wilhelm wrote:
Natural Spell. Druids should be able to just cast Spells while in Wld Shape.

I thought Druids casting in Wild Shape was considered one of the more broken parts of the 3.P family, even as a feat?


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The sprints are all done on a straightaway for safety and too boost max speed. I don't know if making a turn is worth a feat, but it's something you normally want to avoid at max speed.

As for the topic:
Infectious Weapons: A feat that lets you spread disease through your weapons. But, rather than just smearing your weapons with your own filth, you need to have a disease causing natural weapon and take a feat. Otherwise, no amount of poop smearing on your pungi stakes will cause them to spread infection.

Destructive Persuasion: You break something to let people know you mean business. Without the feat people are unpersuaded by the breaking of objects.

Empty Threats: Now you can intimidate people with bluff! All other intimidation attempts are honest threats I guess.

Position of Strength: You're more intimidating to people who are unarmed when you are armed. Normally folks are unconcerned that they've arrived unarmed.

Disconcerting knowledge: Normally, enemies are unimpressed that you know exactly how to kill them, with this feat anyone with bardic knowledge or the knowledge domain can scare people by mentioning their weaknesses out loud.


ErichAD, you nailed it with your descriptions.

To continue on Infectious Weapons... I think that Poison Use is a waste of a class ability.

Step 1: put poison on weapon

There is no Step 2... it's impossible to mess this up if you can operate a fork without going blind.


The ability to ride a horse well wearing armour. Cavalier 1. Armour...just doesn't actually get in the way to that extent. PF made a mistake by making ACP apply to it. And it was a PF mistake not an inherited D&D mistake.

Core rogues need a feat (shadow strike) to use their main combat bonus in a dimly lit alley. Fixed by PF unchained, true.

Then there's knowing basic facts and doctrines of your own religion, something which is beyond many clerics. Also identifying and knowing basic facts about your own species; how many characters have knowledge (local)?


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Mounted archery, just add the abilities to mounted combat. Archers really don't need another feat tax.


Wonderstell wrote:

There's a lot of abilities to fix the apparent problem that our characters are completely incapable of multitasking. Shot on the Run, Flyby Attack, Bestial Leaper, Ride-By Attack, Spring Attack, etc.

Doing anything while moving shouldn't end your movement, but it does.

====

VoodistMonk wrote:

PLUS, you can pick up Rumormonger from three levels of Charlatan UnRogue, along with Natural Born Liar and Dex-to-DMG.

Then five levels of Brazen Deceiver Bard, and you can literally make anyone believe anything. Like, you could become a Lich, and literally tell people you are still alive...

Love that archetype. It's the best non-combat rogue dip of them all imo, but I am a bit disappointed that UnRogue did away with the Convincing Lie talent.

Not sure about those, I mean I can see a penalty for doing those and the feat to remove the penalty.

I do agree that you should just be able to do those, but pay the price in accuracy.

The turning in charge would be a question of how tight the turn is, 90 degree turn in 4-10 feat might require a acrobatics roll or a feat. The track is not a good example as they are designed large for that reason so full speed is not a issue.

In mounted archery if you are just sitting on the horse and shooting arrows yes no feat needed. doing all that from a moving jumping horse is a different thing if it is removing the penalties.

So feats should be to improve your chance or remove penalties if they are not fitting that category then why have them. They should not be to do things a normal person can do, or they are just a tax.


Personally you should have the ability to talk when you use polymorph effects regardless of form...unless you were hit with a baleful polymorph effect.


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GotAFarmYet? wrote:

Not sure about those, I mean I can see a penalty for doing those and the feat to remove the penalty.

I do agree that you should just be able to do those, but pay the price in accuracy.

It just bothers me that you lose all of your remaining movement. A hasted archer can already move 60 ft, come to a complete stop, and then fire an arrow without that affecting their aim. But that same archer can't move 10 ft, come to a complete stop, fire an arrow, and then keep moving.

If we apply the rules for jumping a sensible penalty would be that you'd lose -10 ft movement to start running again, instead of losing everything.


Harder they Fall:

The size limit on Tripping and Bull Rushing is a stupid rule for stupid stupidheads. There should not be a size limit. It needlessly complicates game mechanics and it goes against the whole idea of the heroic fantasy that this game is all about.


I think that most of the social/out of combat skill related feats should have been reimagined like the weapon and equipment trick feats. Where you take one feat, and depending on what other prereqs you have you can do more things with the skill/weapon/etc. You could even have multiple skills lead into the same effect.


Ryan Freire wrote:
I think that most of the social/out of combat skill related feats should have been reimagined like the weapon and equipment trick feats. Where you take one feat, and depending on what other prereqs you have you can do more things with the skill/weapon/etc. You could even have multiple skills lead into the same effect.

Social/out of combat skill related feats should be eliminated altogether and become THE WAY. Nobody wants to waste a valuable resource (feats) on something that doesn't show up with a bang. Cool, you got an untyped bonus to a skill you use in the brothel and the bar... I can now chop arrows out of the air before they hit me or my allies. But nice Diplomacy bonus, bro.


VoodistMonk wrote:
Ryan Freire wrote:
I think that most of the social/out of combat skill related feats should have been reimagined like the weapon and equipment trick feats. Where you take one feat, and depending on what other prereqs you have you can do more things with the skill/weapon/etc. You could even have multiple skills lead into the same effect.
Social/out of combat skill related feats should be eliminated altogether and become THE WAY. Nobody wants to waste a valuable resource (feats) on something that doesn't show up with a bang. Cool, you got an untyped bonus to a skill you use in the brothel and the bar... I can now chop arrows out of the air before they hit me or my allies. But nice Diplomacy bonus, bro.

Im not talking about the raw bonus to roll feats, im talking about things like antagonize or the various collections of skill related feats in stuff like ultimate intrigue that give an added effect with the skill. I think there are some in APG and other hardcovers as well.


Things like Confabulist and Rhetorical Flourish are cool and all, but still aren't as cool (or useful) as turning arrows into confetti before they hit you.

Silver Crusade

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According to you.


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VoodistMonk wrote:
Things like Confabulist and Rhetorical Flourish are cool and all, but still aren't as cool (or useful) as turning arrows into confetti before they hit you.

I mean......thats why i think it should be like equipment trick for skills and not a two to four feat combat chain.


OR, it could just have been the way out of combat works. Why does it require a feat to restart a sentence? Feats do extraordinary things, like making thrown weapons return without magic... oh, and feats are apparently needed to do simple things like talk to the person across from you without reading a script from a teleprompter.


Because the method I'm advocating allows people who choose to invest development in skills to be better at it in a manner other than simply rolling higher.


So what is happening is the Core rules are being over written by expansions. The new class make many feats unless, but many feats need them as a perquisite. It is also causing many of the issues here.

So either the class gets it and all others are stuck in Feat limbo, or you simple start to eliminate the class from the expansions that cause issues. The next thing is make up your own set of rules to cover for not using feats at all.

Make it skills, weapon styles, attack styles and modify things to your ideal game. It is kind of what PF is about customizing your game to match your world and players chosen class. To much contradiction in the current rules if it all applies seems to be a never ending issue.

So always back to the same thing do what works for your group and you.


I've always dislike combat reflexes. Instead of making it a feat and tying AoO to dex, make it a formula based on BAB. Like 1+(BAB/3). As you get better at swinging, you react faster. Fighters and other combat monsters should be better at taking advantage of a combat situation than other classes that arn't so combat focused.


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The feat Animal Disguise is ridiculous.

This is something that the party rogue will do once over the course of a campaign, probably for comedic effect. It shouldn't take a feat.

Also, this feat is particularly bad because it only limits the players: Without this feat, it was arguably RAW that players could disguise themselves as animals, because the Disguise rules had options for disguising yourself as different races.

It shouldn't be easy by any means, but if someone actually goes to the trouble of investing like 15 ranks in Disguise, one of the least used skills, they should be allowed to try something impractical.


Aura. Really? My cleric has an ability that...just explains how a select few spells interact with you. Cut it. Make that part of the spell description at most. If my cleric's got to have an aura it needs to do something like what paladin auras can do.

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