2012-06-12, 05:54 AM (ISO 8601)
Firbolg in the Playground
Re: Fixing SKR's Feat Point System
Well, I'm mostly tried to err on the side of caution. Many feats have secondary purposes, which is why even the terrible ones don't have a negligible cost. And I tried working from the assumption that the people taking the feat are the people most likely to benefit from it.
Originally Posted by Tyndmyr
So... while feats vary in value a lot, by trying to aim on the higher end of that range (maybe at the 75% mark), we end up with costs that are reasonable for some, a good deal for some, a bad deal for some, but unlikely to be particularly abusive except in extremely specialized builds. And people can pick and choose around the ones that are bad deals for any given character, since there'll likely be others that are better deals now that costs are lower on average.
It's a problem, you're right, but I don't think it's a big one. And it's certainly better than the current system which effectively assigns each feat a value of 10.
Honestly, I think that's excellent if I'm hitting the sweet spot where people start thinking "hey, y'know, maybe I could actually make use of this". Someone already mentioned that for all those +2/+2 skill ones, and more power to them! Neither they nor Brew Potions are ever going to seriously unbalance the game, but if it's low enough to pique people's interests without being a obviously good deal, I think that's perfect.
Originally Posted by hoverfrog
Last edited by sonofzeal; 2012-06-12 at 05:55 AM.