| Post/Author/DateTime | Post |
|---|---|
| Levism8406-27-07, 03:46 AM | Alright, I've played D&D, d20 Modern, d20 Future, d20 Apoc, blah blah blah, and in all of the incarnations, three feats have always stood out as "you can't really go wrong" feats; Blind-Fight, Endurance, and Run. Blind-Fight is just plain good if you ever find yourself suddenly unable to see normally, or when fighting people in the dark. Granted when are you EVER going to, but you never know... DMs are tricky like that. Endurance is just a straight up +4 on a bunch of useful checks that could mean the difference between making it to the surface or death. Plus being able to sleep in light and medium armor without being penalized is neat too. Run... x5 baby! When you need to keep up with the monk or barbarian (kinda) there you go. Also not loosing Dex to AC when running is nice too. But what I want to know is this: Dex is the Run, what Con is the Endurance, what Wisdom is to Blind-Fight. So what is Str, Int, and Cha? Any ideas for just universally good feats for really any character to take that help out in Strength, Intelligence, and Charisma related areas? Usually the prerequisites would be non-existant, that is no prerequisite feat or skill ranks or ability score. Normally I would say Jack of All Trades would be a good Int one, but it requires Int 13 to take, so that is kinda out. Unarmed Strike for Strength maybe? I don't really know. I need help figuring it out. Any suggestions? Here are mine, even if they don't fit the bill: Str: Improved Unarmed Strike Dex: Run Con: Endurance Int: Jack of All Trades Wis: Blind-Fight Cha: Daunting Prescence (not really, but i needed something for Charisma) ~Rain~ |
| Dalthbar06-27-07, 07:21 AM | I think you're looking at this in the wrong way. Feats solve particular problems or effectively grant you a skill. Feats are not "a reflection of an ability score", it's just that sometimes you can equate the skill a feat grants you to an ability score. We only have 6 to work with, after all, so it can't be that hard to find some degree of synergy in there somewhere. If they were reflections of stats, then you'd assume that the feats themselves would have some sort of theme that ran through them. I don't think that blind fighting really matches up with run in any real meaningful way. |
| Kouk06-27-07, 07:49 AM | I always considered the "you can't go wrong" feats as Weapon Focus, Dodge, and Quick Draw, if you had a problem with too many feats :P. |
| goawayugh06-27-07, 08:52 AM | That is some weird logic you came up with, but if you're looking for "you can't go wrong feats" Natural Spell Silent spell + Still Spell Rapid Metamagic Imp. Initiative I could come up with at least another 10 if I felt like looking through books right now... |
| Kouk06-27-07, 05:22 PM | That is some weird logic you came up with, but if you're looking for "you can't go wrong feats" Natural Spell Silent spell + Still Spell Rapid Metamagic Imp. Initiative I could come up with at least another 10 if I felt like looking through books right now... Oh yeah, I knew I forgot one, Improved Initiative. Those others are only useful for spellcasters, and I think the idea was to use the PHB feats only. |
| warforgedMonkey06-27-07, 09:48 PM | in what book is jack of all trades?? |
| goawayugh06-28-07, 07:17 AM | Feat Index (http://www.wizards.com/default.asp?x=dnd/lists/feats) Complete Adventurer. |
| goawayugh06-28-07, 07:21 AM | Those others are only useful for spellcasters, and I think the idea was to use the PHB feats only. I always play casters, so those are always good for me. Ok, core feats that are good for ANY body: Imp. Iniative Imp. Crit. Quick Draw (maybe) That's really it as far as ones that can be good for anybody... |
| Dalthbar06-28-07, 07:46 AM | Oh yeah, I knew I forgot one, Improved Initiative. Those others are only useful for spellcasters, and I think the idea was to use the PHB feats only. Huh? Imp. Initiative is simply a feat that every single player will always get use out of throughout their entire career. Having the ability to go first in combat will always be a benefit. Always. Even if you're going to use it to delay or ready an action, you're going to get to do that before you get attacked. And rogues make out big time with Imp. Initiative on surprise rounds. They get their full SA during the surprise round (target's flat-footed), roll for initiative, if the rogue goes first, they still get their full SA because the target is STILL flat-footed. Imp. Initiative is really one of the few feats that every character will be able to get used out of during every single combat encounter. |
| goawayugh06-28-07, 07:50 AM | Huh? Imp. Initiative is simply a feat that every single player will always get use out of throughout their entire career. Having the ability to go first in combat will always be a benefit. Always. Even if you're going to use it to delay or ready an action, you're going to get to do that before you get attacked. And rogues make out big time with Imp. Initiative on surprise rounds. They get their full SA during the surprise round (target's flat-footed), roll for initiative, if the rogue goes first, they still get their full SA because the target is STILL flat-footed. Imp. Initiative is really one of the few feats that every character will be able to get used out of during every single combat encounter. He said the "other" ones I mentioned were only good for casters. Imp. Init. will be good for anyone. |
| Kouk06-28-07, 07:55 AM | He said the "other" ones I mentioned were only good for casters. Imp. Init. will be good for anyone. Right. |
| Nom06-28-07, 11:50 PM | Alright, I've played D&D, d20 Modern, d20 Future, d20 Apoc, blah blah blah, and in all of the incarnations, three feats have always stood out as "you can't really go wrong" feats; Blind-Fight, Endurance, and Run. Blind-Fight is just plain good if you ever find yourself suddenly unable to see normally, or when fighting people in the dark. Granted when are you EVER going to, but you never know... DMs are tricky like that. Endurance is just a straight up +4 on a bunch of useful checks that could mean the difference between making it to the surface or death. Plus being able to sleep in light and medium armor without being penalized is neat too. Run... x5 baby! When you need to keep up with the monk or barbarian (kinda) there you go. Also not loosing Dex to AC when running is nice too.You're looking at this the wrong way. Almost any feat is beneficial in the right circumstances. However, every feat has an opportunity cost - what are you losing the ability to take as a result of taking this feat? Similarly, how often will you use the feat. Endurance suffers from this. How often do you push yourself to extremes of non-lethal damage? Or worry about suffocating? Or desperately need to sleep in medium armour? In contrast, how often do you make an attack roll with your favourite weapon (Weapon Focus)? Is it more sensible to choose a feat that might help you survive in a situation you are rarely in or a feat that might help you survive in a situation you are in extremely frequently? In fact, exotic defensive abilities are rarely worth it. If you choose a defensive ability, make sure that it's an ability that you are forced to use all the time. In an ideal world, you'd never use a defensive ability at all. However, you often don't have a choice in the matter. So if you must choose a defensive ability, pick an ability that protects against something you are commonly attacked with, not something that will only happen very rarely. Offsensive abilities don't suffer from this problem. You want to manufacture situations to use offensive abilities. You generally don't want to manufacture situations to use defensive abilities, especially "last ditch" abilities like Diehard or Defensive Roll. |