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Very few of the feats are better than just increasing your primary attribute. This means getting it to natural 20 and then using the mirror of loss to get it to 22. If you don't help Ethel, that's already taking 2 feats. For Fighters and Barbarians, they're probably going to want to take Great Weapon Master for the 3rd. There's just no room for Tough,
Eliminating, or getting as close as possible, to removing all chances of missing your attacks, and dealing as much damage seems more important, you don't want to waste a turn, if you target someone, you want him dead.
Dead people don't get a chance to deal any damage to you, so HP won't matter much, and you won't be at emercy of high damage rolls and/or crits. The idea is to not get hit, or to control who can end up trying to hit you every turn.
Plus, there are some very nasty feats that can help you deal more than double your usual damage, like great weapon master or feats that won't let you waste turns recasting stuff due to concentration issues.
>*Take out the ruler*
>*That is pretty short*
Tough is not necessarily the best one in each and every situation. If soaking up damage is not really a problem anyway, than Tough is just redundant.
So 24 extra hp at max level. That's one big hit, maybe a couple of smaller hits you can take over not having it. Nice for sure, but compared to even just bumping you main ability score used when attacking by 2 (for an extra +!) I'd argue its less valuable. You can always chug an extra potion to gain those HP back. Some of the other feats are even more interesting in what you can do with them. More HP is fine, its certainly not a bad choice, but hardly the most interesting or worthwhile, except maybe on like a barbarian who gets hit a lot.