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Old 06-02-2012, 06:35 AM   Top  -  End  -  #1
sonofzeal
Firbolg in the Playground
 
 
Join Date: Jan 2008
Default Fixing SKR's Feat Point System

Sean K Reynold's Feat Point System sounds like a wonderful thing. Much of his writeup is legitimately insightful, and the mechanics he chose are good ones.

The problem is in his ranking. Serious and systemic flaws in his perspective cause him to massively overvalue certain poor feats like Two Weapon Fighting (according to him, the best feat in core), and critically undervalue excellent feats like Natural Spell (according to him, one of the weakest feats in core).

This is my attempt to re-assign the point values. Any and all suggestions are appreciated. I think my initial scorings here are considerably more accurate than SKR's, but there will undoubtedly be flaws that need to be corrected.

Please feel free to provide your own rankings!


SKR's Mechanics:
Spoiler


Feat NameFeat CostNotes
Acrobatic 4  
Agile 4  
Alertness 4  
Animal Affinity 4  
Armor Proficiency (Heavy) 5  
Armor Proficiency (Light) 5  
Armor Proficiency (Medium) 5  
Athletic 4  
Augment Summoning 10  
Blind-Fight 6  
Brew Potion 4  
Cleave 7  
Combat Casting 4  
Combat Expertise 6  
Combat Reflexes 8  
Craft Magic Arms and Armor 6  
Craft Rod 6  
Craft Staff 6  
Craft Wand 6  
Craft Wondrous Item 8  
Deceitful 4  
Deflect Arrows 7  
Deft Hands 4  
Diehard 3 Near-worthless except as a requirement
Diligent 4  
Dodge 5  
Empower Spell 7  
Endurance 3  
Enlarge Spell 7  
Eschew Materials 4  
Exotic Weapon Proficiency 5  
Extend Spell 7  
Extra Turning 8  
Far Shot 5  
Forge Ring 6  
Great Cleave 4 Cleave is expensive, but the upgrade should be cheap
Great Fortitude 7  
Greater Spell Focus 6 Raised from 5
Greater Spell Penetration 5  
Greater Two-Weapon Fighting 3  
Greater Weapon Focus 6  
Greater Weapon Specialization 4  
Heighten Spell 6  
Improved Bull Rush 5 Bull Rushing is usually weaker than other maneuvers
Improved Counterspell 7  
Improved Critical 8
Improved Disarm 6 Disarming is usually weaker than other maneuvers
Improved Feint 8  
Improved Grapple 8  
Improved Initiative 8  
Improved Overrun 6  
Improved Precise Shot 8  
Improved Shield Bash 8  
Improved Sunder 6  
Improved Trip 10 Tripping is widely considered excellent
Improved Turning 6 Lowered from 7
Improved Two-Weapon Fighting 4  
Improved Unarmed Strike 4  
Investigator 4  
Iron Will 7  
Leadership 15 A truly game-breaking feat if used right
Lightning Reflexes 7  
Magical Aptitude 4  
Manyshot 7  
Martial Weapon Proficiency 4  
Maximize Spell 7  
Mobility 4  
Mounted Archery 5  
Mounted Combat 6  
Natural Spell 10  
Negotiator 4  
Nimble Fingers 4  
Persuasive 4  
Point Blank Shot 6  
Power Attack 10  
Precise Shot 7  
Quick Draw 5 Lowered from 6
Quicken Spell 10 Possibly the best core Metamagic feat
Rapid Reload 6  
Rapid Shot 8 Originally listed as 5, I'll blame typo here
Ride-By Attack 8  
Run 4
Scribe Scroll 6
Self-Sufficient 4  
Shield Proficiency 5  
Shot On The Run 8  
Silent Spell 7  
Simple Weapon Proficiency 3  
Skill Focus 5  
Snatch Arrows 4  
Spell Focus 7 Raised from 5
Spell Mastery 6  
Spell Penetration 8  
Spirited Charge 8  
Spring Attack 9 With cheaper Dodge/Mobility, this feat becomes excellent
Stealthy 4  
Still Spell 7  
Stunning Fist 8  
Toughness 3  
Tower Shield Proficiency 6  
Track 5  
Trample 6  
Two-Weapon Defense 4  
Two-Weapon Fighting 7 With the later feats in the chain cheapened, TWF improves
Weapon Finesse 8  
Weapon Focus 7
Weapon Specialization 5
Whirlwind Attack 9  
Widen Spell 6  
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Avatar by Crimmy

Zeal's Tier System for PrC's
Zeal's Expanded Alignment System
Zeal's "Creative" Build Requests
Bubs the Commoner
Zeal's "Minimum-Intervention" balance fix
Feat Point System fix (in progress)

Spoiler

Last edited by sonofzeal : 06-03-2012 at 06:46 PM.
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