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I picked up a few when it came to improving Rogue Sneak Attack, Ranger Summons stat improvements, having the origin feat getting that to level 2, number of fixes to certain races like Dragonborn, and some dice skin mods.
Still looking at everything available before deciding to go with what I want for a new run. Can't you play Custom Mode with Honour Difficulty Enemy Legendary Actions? Doesn't seem to be a thing on the settings.
Wait, 40 Feats? NO, not even close!
I said one of the reasons I uninstalled the level 20 mod, is because the feats one stopped applying after level 12. That means you got a Feat / ASI option from levels 2-12, then another option at level 16, and your final selection at level 19. So that's a total of 13 Feats / ASI
Since I uninstalled level 20 progression, that means I only get 11 Feat / ASI options by the time I hit max level. That's just enough ASI's to max out 2 or 3 Attributes, assuming that I don't take Half Feats.
It's helpful for beefing up my dedicated casters, such as giving them more Dexterity and Constitution, without sacrificing their casting modifier in the process.
As for my build, I usually prefer mono-class, and there's only a handful of feats in the game that even synergize with the kind of characters I play. So investing my upgrades into more ASI's seems like a better alternative than grabbing a bunch of half feats I don't care about.
Probably not all 20 into Constitution, no. But I find it very annoying that Clerics keep auto dumping Intelligence, when the RELIGION skill is associated with it. Kind of seems like an oversight.
Also the Necromancy of Thay book requires you to make a bunch of Wisdom saves, which Wizards probably aren't focusing too heavily on.
More ASI's can also help out Bards with their Jack of All Trades class ability.
everyone can do everything well
but now your bard... can do EVERYTHING BETTER THEN EVERYONE. ITS WIIILD. the wizard argument is fair but usually by the time i'm that far in the game i dump con on wizard and rely on them CCing/casting defensive spells/sneaking but i have a more defensive party
Well, I don't know what the problem is, then? Seeing as how making everybody good at everything is the direction that 5th edition seems to be trying to focus on.
I've checked through the Feats available in game, and in my personal opinion, most of these are not that interesting. Some of them don't even work the same way in tabletop, as Larian had to use homebrew to make them relevant to the gameplay mechanics.
Take the Tavern Brawler feat, for example. In BG3 it's awesome; but in tabletop, it's crap.
I don't care about Polearm Master, because I almost never play Humans, unless the character I'm making is intended as a joke.
And putting Armor Proficiency feats on Wizards and Sorcerers still feels wrong, as I haven't gotten out of the mindset of Arcane Spell Failure being a thing. Like, why would I ever choose to play an Eldritch Knight, when a Heavy Armor Wizard is objectively better?
So what if he can't hit multiple times in melee? If he uses the correct spell, he won't need to.
Olympian Pantheon looks fun.
https://i.imgur.com/0mP67uS.png
The feats mod is just an extra feat at level 2 and not every level.
I did not want to use instant 12 or increased xp to get level 20 in a playthrough, Those feel a bit too OP.
I'll probably also download the free gold mod that came out recently.
You guys do realize you can just disable / uninstall the mods after you quit the game, right?
Perhaps, but to anybody who says picking a feat every level is unbalanced, clearly doesn't remember how older editions of D&D let the Fighter pick a feat every couple of levels, because they had almost nothing else going for them.
They were just the guy who hits stuff really good, so they substituted their lack of special abilities with butt loads of Feats.
Duel wielding? Suffer a -6/-10 to attack rolls unless you get the Two-Weapon Fighting feat, which is a pre-requisite for like.. 15 other feats. The stat requirements for these feats were also much more steep, a 15 for the above-mentioned Duel Wielding.. and that being the most basic feat required for any sort of good duel wielding. You also only got 4 ASIs in old editions, feat =/= ASI. If you wanted to hit someone, and then move afterwards and not provoke an attack of opportunity, as akin to the mobile feat in 5e. You need the dodge feat, and the mobility feat, dex 13, and to be a fighter ethos class of at least level 4.
Also... getting feats was like... the fighters thing. That's his "special" trait. he gets the most feats. technically not even at all times, but on short 1 minute timers.
Yeah, pretty much. There's a feat tax to do anything moderately exotic or interesting in 3e/3.5e, and each individual feat did only one specific thing. Great Weapon Master in 5e is effectively three 3e feats in one. Handing out the same number of 5e feats as you would 3e feats is at least 2-3 times more relative power budget.