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TA only has the license to use the SRD 5.1 which is a limited version of 5e. This can all be seen on the Solasta website. Now there are somethings the game does not have that are on the SRD 5.1 like all the classes except artificer, but that can be narrowed down to budget constraints.
One would hope that for future games, they might be able to negotiate a license to use more material.
I mean with the exception of Variant Humans, all feats come at the cost of an ability score improvement, of which you get a finite number once every 4 levels (or more if you're a Fighter). They have to be powerful to offset that opportunity cost. This is why the term "half-feat" was coined for the weaker feats that give an okay effect, but compensate with a +1 to an ability score.
If I allowed feats at my table to be taken at level up then I would have to force everyone to take them because those that took feats would be so much more powerful then those that didn't. The as you called them half feats are even better then just taking the stat points because of the other things that go with them.
This is almost as bad of a take as the guy that keeps going on about pronouns. There's only a few "OP" feats and that's GWM/Sharpshooter. Almost all the others are fine. Go on any min/max subbreddit and they will tell people to take the ASI over feats everytime(not that I agree since I love feats for flavor).
Don't get me wrong, Alert is great, it gives +5 to initiative rolls which is a good enough perk for a feat right there, also prevents you from being surprised (if your awake), and prevents others from getting advantage on you from stealth attacks (and so prevents auto-sneak attack damage etc). honestly that really is like at least 2 feats in one, and stronger then many other feats (and often stronger then 2 other feats).
But what if you have a 15 dex and con?
2 points can give you......
+1 ac. +1 to hit and damge with ranged weapons and finess weapons + 1 to reflex saving throws, +1 hp per level + 1 to fort saves, +1 to initiative, +1 to all dex and con based skills, +1 to hit with ranged hit based spells.
Dex especially has huge potential, but i mean dex + cha for instance for pally's can boost both the pally a ton, and the whole party as well etc...alertness is good, and one of the better feats but many of em are much more meh, and you can eventually reach a point where it's hard to find a feat that does much, especially for fighters (and versatile human fighters especially).
For instance the +1 ac when wearing armor is in 5e as well as this game, but if your a dex based char at all, or a wizard, monk etc, you get more from +2 to dex (or bringing an odd dex up to even with +1), since you get +1 to ac AND all the other bonuses you get from dex.
ONCE you max dex at 20, then the feats make a diff, but in real games you (at least hopefully) won't have many chars starting off with a 20 dex.
Dex based fighters do rock though, especially in combo with weapon/shield and the armor AC feat (in 5e), and there are feats that pump that up even more (+2 more AC once a round if an enemy is gonna hit you etc), but yeah, I wouldn't say feats are always better than stats, not by a long shot.
The only power gamers are the people like yourself who assume that everybody will take that feat because it's so good.
My group has a few min maxers and over the last decade, exactly none of us have taken alert as a feat, because it doesn't fit our character concept or we have better options.
If you can't balance around feats, simply put you're a ♥♥♥♥♥♥ DM.