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Dungeons & Dra.. Playtest Packet Di.. I don't see a thread on it. Iron Hide is terrible.
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Switch to Forum Live View I don't see a thread on it. Iron Hide is terrible.
5 months ago  ::  Jan 16, 2013 - 5:24AM #1
Nevrus
Date Joined: May 24, 2012
Posts: 54
/sign for 1 DR being an awful, awful level 9 feat.
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5 months ago  ::  Jan 16, 2013 - 9:27AM #2
The_Celric
Date Joined: Dec 9, 2009
Posts: 47
I'm not certain that you're going to get anyone to disagree with that statement. For a 9th level feat is seems like it would never be chosen by a PC. I think it would be better placed as a 1st level choice, but even then I don't feel it's strong enough to "waste" taking Improved init, durable, or first stike...
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5 months ago  ::  Jan 16, 2013 - 10:36AM #3
Karnos
Date Joined: Apr 7, 2003
Posts: 315
I think durable is worse, at least in a game which takes average hp instead of rolling.
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5 months ago  ::  Jan 16, 2013 - 12:15PM #4
lok_soldier
Date Joined: Jul 29, 2012
Posts: 85
+1 to OP.

Now, whining about something done wrong is good, but I've always felt that if I should declare something as a failure, then I ought to provide an alternative I consider viable. So, here's a few suggestions:

1) As a move action, spend any number of remaining Hit Dice, to reduce bludgeoning, piercing, and slashing damage from any weapon attack by the number of dice spent for the duration of that encounter.

2) During a short rest, or after a long rest, spend and roll any number of remaining Hit Dice, adding your Constitution modifier to each as normal. You gain the sum as temporary hit points. Temporary hit points from multiple sources (including multiple uses of this feat) do not stack, and damage to temporary hit points cannot be healed. Any remaining temporary hit points go away after a long rest.

3) At the beginning of an encounter, spend and roll your Skill Die, to reduce bludgeoning, piercing, and slashing damage from any weapon attack by the amount rolled. Maintaining this ability requires concentration, although you do not need to check for loss of concentration when you take damage. You can stop maintaining this ability any time, by simply ceasing to concentrate on it. While you maintain this ability, your Skill Die remains spent and unavailable.

Well... that's my 2 cp...
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5 months ago  ::  Jan 16, 2013 - 1:04PM #5
jaelis
Date Joined: Apr 12, 2004
Posts: 2,984
Thread: community.wizards.com/go/thread/view/758...

I'll say the same thing I said there: Iron Hide is not as bad as Weapon Focus.
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5 months ago  ::  Jan 16, 2013 - 1:31PM #6
Rastapopoulos
Date Joined: Jan 2, 2013
Posts: 627

Jan 16, 2013 -- 12:15PM, lok_soldier wrote:


1) As a move action, spend any number of remaining Hit Dice, to reduce bludgeoning, piercing, and slashing damage from any weapon attack by the number of dice spent for the duration of that encounter.





Shhhhh don't say Move Action.

Now it's either Move or an Action.

;P

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5 months ago  ::  Jan 16, 2013 - 1:34PM #7
lok_soldier
Date Joined: Jul 29, 2012
Posts: 85

Jan 16, 2013 -- 1:31PM, Rastapopoulos wrote:

Jan 16, 2013 -- 12:15PM, lok_soldier wrote:


1) As a move action, spend any number of remaining Hit Dice, to reduce bludgeoning, piercing, and slashing damage from any weapon attack by the number of dice spent for the duration of that encounter.





Shhhhh don't say Move Action.

Now it's either Move or an Action.

;P



Oops :D
We Greeks tend to rush ahead without thinking much about the consequences... OK, make it "By giving up your move..."

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5 months ago  ::  Jan 16, 2013 - 6:14PM #8
WhiteHarness
Date Joined: Oct 4, 2004
Posts: 693
The simplest and most elegant solution would be to change it to make it offer a +1 to AC.  In a world with Bounded Accuracy, a +1 is huge, even at 9th level.

Why not?  There is already a way of obtaining a +1 to AC over and above one's armour and Dexterity bonus:  be a Mountain Dwarf.

Just to forestall any min-maxing, I'd like to see Iron Hide replace the Mountain Dwarf +1 AC Racial feature, so a Mountain Dwarf PC can't take it twice.
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5 months ago  ::  Jan 17, 2013 - 8:00PM #9
NicolBolas
Date Joined: Apr 21, 2007
Posts: 109
I think durable is worth it even without rolling for HP on level up. Since my monk is the "tank" for the party, it really helps being able to heal about 1.5x max health per day with healing kits.

Low damage resistance like that is only useful in a few situations. Either you are swarmed by a bunch of weak enemies (20 kobolds?) or you are being subject to continuous damage such as stinking cloud or a wall of fire. Since it only applies to physical damage, it is even more limited...

The deflect feat is much better assuming you have a free reaction. I regularly block 5+ damage / round with deflect... and it works against non-physical damage as long as its melee. I think it should either be 2 DR for all damage types or 3-4 physical DR.
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5 months ago  ::  Jan 18, 2013 - 6:58AM #10
Forged_Fury
Date Joined: Apr 6, 2005
Posts: 1,656

Jan 17, 2013 -- 8:00PM, NicolBolas wrote:

The deflect feat is much better assuming you have a free reaction. I regularly block 5+ damage / round with deflect... and it works against non-physical damage as long as its melee. I think it should either be 2 DR for all damage types or 3-4 physical DR.



The only problem with Deflect is that it requires you to have a light weapon in hand. Granted, not a big deal if you have a hand free, but I hate the thought of holding a dagger as a Monk simply to use a feat that should be usable with the Monk's Way of the Fist feature (best answer would be to make the monk's unarmed strike count as a light weapon as well).

With regard to Iron Hide. It's terrbile. Make it CON MOD DR (Minimum 1). Assuming Max CON, that's DR 5. That's pretty awesome and it should be since you sunk two feats into it and the first feat isn't that great to begin with...

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