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The Genius Guide to Horrifically Overpowered Feats $3.99
Publisher: Rogue Genius Games
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by Thilo G. [Verified Purchaser] Date Added: 04/22/2012 10:58:41

This pdf is 12 pages long, 2/3 of a page front cover, 1 page editorial/SRD, leaving 10 1/3 pages of content, so why am I reviewing this again?

Oh my god, these feats are so overpowered! Never, ever are they going to be allowed in my campaign, they are so broken I can't even possibly fathom how anyone...

Wait. Oh yeah.

They were designed that way. Ähem. Sorry for the Nerdrage.

Where was I? Oh yeah, these feats are horribly broken. The pdf says it. On the cover. You shouldn't ever give players access to them in your campaign, unless you want to see it crashing down. Or: Unless you want the campaign to have this power-level! In fact, while I did consider this to be "just" a joke, the feats among themselves, all designated as broken with the [Horrifically Overpowered]-descriptor, btw., seem to be on somewhat a similar power-level. I intentionally avoided the word "balanced" here - feats that let you eliminate any somatic component in casting or the eponymous "Denied!", that lets you negate ANY threat by spell, sword or claw a limited amount of times per day show the intended power-curve. A feat to cast two spells per round? It's in here, as is a feat to become a gestalt-character, as are feats to set ALL physical or mental attributes to an 18-base. Before racial modifiers, that is! Feats that completely eliminate surprise and the like are also part of the deal, as are meta-attack feats, which e.g. let you ignore DR and hardness of up to your hit dice, attack as a swift action etc.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's 3-column standard and once again I wished I had a text-less, full page-version of the gorgeous full-color cover. The pdf has no bookmarks, but at least a feat-list. How do I rate this? For "just" a joke, it is not particularly cheap and would probably fail. Turns out, though: It isn't. Essentially, the feats herein are SICK. Extremely powerful. But they are no munchkin game-breakers. You can still potentially have fun with them. As a DM, you could change them into templates for your bosses to give them a better fighting chance. As a player...depending on the campaign, these might actually provide a lot of fun. Imagine a gestalt-campaign, an ultra-high-powered fantasy campaign where you play destined legends, the heroes of true prophecy, the crafters of supreme artifacts. For these campaigns (and e.g. campaigns in the epic levels), these feats may actually be APPROPRIATE. There. I said it. They are broken. They are beyond what normal heroes or mortals can attain. But if you're running just the right game, they might provide a ton of fun. And if you're an aspiring designer and your feats for regular campaigns look like these, reconsider and throw them in the bin. That being said, for afore-mentioned campaigns and GM looking for an "unfair" edge, this is actually a great product. And it is amusing. Thus, a welcome April's Fool-product and a final verdict of 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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The Genius Guide to Horrifically Overpowered Feats
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