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Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 3:10 pm
by chad878262
The issue(as I see it) is that feats are supposed to represent something your character has the ability to do. A "feat" of strength or will, so to speak. If a feat does absolutely nothing, as has been started previously, that is poor design. By definition a feat should do something.

As far as leadership and true believer being "role play" flavor feats, if that increases someone's enjoyment or immersion with their character more power to them. To me going by the name of a feat is as big a mistake as going by the name of a class. All Rogues are not truly rogues, they could be skilled artisans, locksmiths, or acrobats without a roguish bone in their bodies. Likewise, combat expertise doesn't mean you are an expert at combat nor does death attack cause instant death (though I suppose the hold effect might as well be). My point is defining classes, feats, skills, etc in this game solely by their name is a mistake. I assure you there are a big portion of characters with "rogue" as a class that don't consider themselves rogues, they simply have some useful skills at some small expense to their combat training or spell power. Likewise one doesn't need to have the rogue class to rp a roguish character.

Feats, skills and class abilities are the collection of details that define the pc's strengths and weaknesses (mechanical) the rp of the player define the pc's thoughts, actions, morals, faith, etc.

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 3:12 pm
by grymhild
NeOmega wrote:
There is no one on this server capable of playing a character with 40 intelligence.
Ahem... you mean besides NeOmega?
NeOmega wrote:
Let's stop the hyperbole.
;-P

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 4:05 pm
by unexplored
The issue(as I see it) is that feats are supposed to represent something your character has the ability to do. A "feat" of strength or will, so to speak. If a feat does absolutely nothing, as has been started previously, that is poor design. By definition a feat should do something.
The thing is they do something. Rather than you need to be a cleric to have a strong link to a god or goddess you can show it by taking that feat and having that feat gives you access to certain prestige classes that are not accessible otherwise and as Grymhild stated to have to pick that "True Believer Feat" is more or less just a general replacement for some other feats that you ll get automatically in the case of the shadow adept. The one you based on the pnp rules you originally would need.
They do nothing in terms of improving your dicerolls but that's only at first sight because the prestige class will very much add to your dice rolls.

Even if you are a cleric and already are a true believer by definition at least for the Shadow Adept you still need that shadow weave user feat. Which is done by taking the True - Believer - Feat.

It is just a prestige class that you can play but with one feat less buildwise, those prcs are special... I don't see a problem.


As for the Leadership feat it is something that is something used in SoZ and seems to be not as easily removed as to delete a line in some file at some place. So they do something if you play Soz :lol:
In multiplayermode that one really serves nothing else but a roleplaying purpose.

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 4:49 pm
by Steve
Play your Character Sheet. Simple.

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 4:57 pm
by Bad Omens
NeOmega wrote:
However they also have no right to judge others who do that quest.
If I see a paladin helping Grixen, or a druid stealing wyvern eggs... ..imma gonna judge. Jus sayin.
Lol, +1

I still remember the stain of seeing one Radiant Heart member, not going to name names (lol, and I know there are a bunch of you thinking I am talking about you), helping that fiendish Imp!

Do I know I take less XP for threatening people while running quests with my Dwarf, yes I do. Do I do it anyways, yes I do. I will say though......I help Harrow, so mia culpa :mrgreen:

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 6:14 pm
by NeOmega
Bad Omens wrote:
NeOmega wrote:
However they also have no right to judge others who do that quest.
If I see a paladin helping Grixen, or a druid stealing wyvern eggs... ..imma gonna judge. Jus sayin.
Lol, +1

I still remember the stain of seeing one Radiant Heart member, not going to name names (lol, and I know there are a bunch of you thinking I am talking about you), helping that fiendish Imp!

Do I know I take less XP for threatening people while running quests with my Dwarf, yes I do. Do I do it anyways, yes I do. I will say though......I help Harrow, so mia culpa :mrgreen:

Don't dwarves hate giants?

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 9:50 pm
by ShineDown
I've rethought this. What we are talking about here is being a victim, a victim of featphobia. How can we marginalize the playerbase so? Are we not all equal? I therefore give you my proposal.

I propose you get a +1 to hp for True Belieber, granted to the PC by THEIR GOD.

Think about it, extra life granted to you by your own god! That single hp might look small on your sheet but 1 hp can and has(And will!) change the outcome of conflicts! You too could be a True Belieber today!

Image

Re: Why does the True Believer feat exist?

Posted: Wed Nov 18, 2015 11:30 pm
by metaquad4
1 HP, huh? What a stingy god that is. How about 1 HP, and one initiative ;)

Re: Why does the True Believer feat exist?

Posted: Thu Nov 19, 2015 12:11 am
by NeOmega
Now that... was unexpected. :lol: :lol: :lol: :lol: :lol: :lol:

Re: Why does the True Believer feat exist?

Posted: Thu Nov 19, 2015 1:37 pm
by Storm Munin
+1 hp -1 diplomacy seems more balanced? ;)


Seriously, whats with all these recent requests to powerboost classes and feats?


If they are from lore, they are by default WAD.
Even if they have been nerfed on the server for one reason or another (which can surely be a basis for discussion on the nerfing now and then).

If they are server created, they are still WAD.
Perhaps there is a stronger case for discussion with these, but then again nothing gets added to the server contents without some serious thought and countless hours of quality proofing to remove bugs and find a percieved balance.
Truly, bugs are slippery suckers though.


What are the issues here really?
No one is forcing anyone to take the True believer feat or so many of the other feats that honestly give nothing but flavor, and sometimes access to pretty nice prestige classes.

Sure I imagine none of us aim for the unimaginative characters choices in MMO:s like WoW or Neverwinter.
However, on the other side of the spectra of multichoices are demands for feats and classes that just are representations of the player's wish to be the best at more or less everything all at once. Now.

There are reasons for all the classes we can select as is (and more are promised in the future).
But one of the costs for this is that not all classes give the same nor equal benefits to every selectable build option.

Thankfully.

Else we might as well just have one class option delivering everything.
But then the game experience would become rather stale right?

Myself I enjoy being able to envision, build and play thousands of class combinations of rogues, clerics, wizards and whatnot.
Some being mechanical powerhouses, others being mechanical jokes.
But thats usually okay, because they are their concept.
(until some glorious builder adds a new class that better represents the vision, RCR ensuing).

YMMV