To explain my feats, I need to show you my combat sequence.
Click to enlarge
It's your standard neo-Holmesian Missile, Magic, Move, Melee with a few twists added. Making the phase 6 move a major action creates a "sticky" engagement zone where you have to give up an attack in order to withdraw, if there is no friend fighting the same enemy to cover your retreat. I like this; it's a much more elegant way to implement the "free attack on you" rule for disengaging that evolved into the nightmare of attacks of opportunity. After several sessions using this sequence it seems to work fairly smoothly.
And, the six feats that depend on Dexterity, although some of the requirements are quite easy to meet. All of them are roughly balanced in the manner I outlined last post, but considering the movement ones are hard to match against the attack ones. Which ones would you take? Do the attack feats need to be stronger? My players are approaching 3rd level and they need to know soon!
Researcher in social science and appreciator of hexy wargames, role playing games, interactive fiction, board games, and CCGs. I've learned a lot doing design and rules editing work on the side for the Legend of the Five Rings CCG. But this blog is mostly about other things.