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Mega-Feats: New Paths to Victory $5.00 $3.33
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Mega-Feats: New Paths to Victory
Publisher: Skortched Urf' Studios
by Nathan C. [Featured Reviewer]
Date Added: 02/22/2007 00:00:00

Mega-Feats: New Paths to Victory, written by Chris Field and produced by Skortched Urf Studios, is a compact 50 page of over a hundred feats that is very reminiscent of the spoof movies that Leslie Nielson made famous.

Every page of this book is crammed with feats as much so as those types of movies are jammed with jokes. The rule of thumb for spoofs is that if half the jokes are good, then the movie is acceptable. Regrettably for Mega-Feats, half the feats are either too mundane, too corny or just plane too explicit.

There are 127 feats in Mega-Feats. The author says that they derived from his fantasy, techno comic book campaign. If it seems like a lot there, it is. You will find traditional fantasy feats that enhance weapon enhancement like Beloved Bow that gives daily bonuses to ranged attacks, comical stuff like Lingering Purity that adds a special aura to Turnings and the forged feats, which allow characters to graft parts to their body. The feats are all over the map and so is the PDF. There is no navigation nor organization. With 127 feats of a variety of types it is really depressing to not find ones that appeal to you.

Then theres th explicit stuff. This filth is what what really bothered me. I consider myself pretty open minded with language, but about 10 entries in this book reek of teenage bathroom giggly talk. Some of its disgusting and some of it is just plain gross. I am more troubled that there is no disclaimer saying this stuff is in there. I cracked open Mega-Feats, remembering about the Forged feats and how they would be helpful considering one of PCs just loss an arm, and I have to read through several feats of private parts before I get to something decent.

After the feat section, the author badgers us with his house rules. I have learned that a players house rules usually only fit in with that group. There is not much that has not been talked about in other books (action point retread) and though some of the language attempts to integrate the feats more into a normal game (by adding some of the feats as racial feats), it failed to capture me.

For the Dungeon Master and Player

The Forged Feats are the saving grace of Mega-Feats. That is not to say that the other feats are not good, it is just too difficult to find what you are looking for when there is no organization. The Forged Feats, in the back, are the only feats sectioned off from the others. Once you get past all the lame potty humor, there are some serious feats that will catch your eye like the Vein of liquid steel that allows a character to cast haste once a day or the Technocrat?s Talons that provide blades as hands. These, along with the 25 others, work well in a steampunk campaign.

The Iron Word

I am sure that there are about 30 or 40 good feats in Mega-Feats that will appeal to at least one type of gamer. But the lack of a game plan for this product is evident and make the effort to find those good feats tiring. The forged stuff is good, but I do not believe it is worth the price of the book. This seems like a clear lesson that publishing your groups house rules without any polish, cleanup or application thought may not be a good idea.

<br><br><b>LIKED</b>: - The forged feats were well designed<br><br><b>DISLIKED</b>: - Sexual potty humor isn't funny to everyone and it comes off as quite adolescent in this book

  • There is little to no organization. How can one find a feat they like by just looking at the poorly titled name of the feat. You'd have to sadly read through every feat, which wears thin after the 20th entry. <br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br><BR>[THIS REVIEW WAS EDITED]<BR>

[2 of 5 Stars!]
Mega-Feats: New Paths to Victory
Publisher: Skortched Urf&#039; Studios
by Peter I. [Featured Reviewer]
Date Added: 02/15/2007 00:00:00

Mega Feats: New Paths to Victory is a 50 page d20 product consisting of a collection of feats for the d20 game. This is a standalone product detailing feats inspired from a variety of sources, both fantasy and modern. Inside this product are more than 150 feats, including new types of feats such as the Forgeblood feats that meld flesh and machine in your fantasy world.

The product comes as a zip file containing both a pdf copy of the document and a rich-text file version of the same document. The latter is quite handy for those that wish to cut and paste easily into other master or campaign documents. The pdf itself contains no bookmarks or a table of contents, although it does contain a lengthily list of all the feats in the product. Apart from the front cover artwork, the product contains no interior artwork, which is rather unusual for a product of this length. In fact, the cover artwork isn't even credited to any particular source. Editing and writing is average, with a number of layout issues and inconsistencies in the product cropping up from time to time.

Probably the most disappointing aspect of this product is the mechanics. While the feat ideas themselves are quite interesting and certainly very useful in some instances, for the most part the mechanics was weak, unclear or in some cases simply wrong. The Artillary Mage metamagic feat, for example, allows you to increase the number of magic missiles fired when casting the spell of the same name, but the statement in the Normal section of the feat is incorrect, stating that a 20th level caster can normally cast up to ten magic missiles. This is unfortunately not an isolated incident, and some of the other mechanics follows a similar trend. The product could definitely have used a look-over in this department. Overall, though, from a presentation point of view, average in some areas but weaker in others.

Following a brief introduction by the author, the product immediately dives into the hundred-plus feats that make up the product. Feats fall in a number of different categories, but most are either item creation, metamagic, or general SU (or supernatural) feats. In the latter case it's not clear whether this is a new type of feat, or just a different naming for the general feat found in the core rule book. Many of the feats have a more high tech feel to them and have been adapted to fantasy, where, given a little further tweaking, they end up being quite useful and interesting. Other feats rely heavily on the use of action points, being action point activated, so those will not be of much use to games where action points are not used.

The feats themselves are quite eclectic and varied, which makes for an interesting and new approach to gaming. For creativity and interest this product is certainly not lacking, but it's a pity about the poor execution in places. There are quite a large number of very useful feats, covering all areas of activity (in many cases even sex-related feats of menstrual cycle related feats) and providing a very handy selection to choose from. If you're looking for something different or something that covers ground not covered before in the feat arena, then this product is certainly a good place to start looking. The pdf also includes a number of feats called Forgeblood feats, which allow you to create cyborg-like features in your fantasy game. These are again quite interesting and useful for those gamers that which to explore this kind of thing. Lastly, the product details a number of the author's house rules, again with some useful ideas, but not always the best execution.

Mage Feats: New Paths to Victory is one of those products which contains some really good material, but material that's been poorly executed or put together. There are some great and interesting ideas in this product, but the number of errors and inconsistencies made it difficult at time to appreciate to creativity of the product. Overall, though, I was suitable impressed with the product despite the number of errors, and in particular with the varied number of different feats covering new ground and new ideas.<br><br> <b>LIKED</b>: This pdf contains a useful and creative selection of new feats and ideas, and it's a good product to mine for some new material as it covers some new ground. Creative and interesting feats.<br><br><b>DISLIKED</b>: Presentation is not the best with many inconsistencies and errors in the editing and layout. Mechanics was often very poor or wrong, and in many instances the execution of good ideas was rather poor.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Satisfied<br>

[3 of 5 Stars!]
Mega-Feats: New Paths to Victory
Publisher: Skortched Urf&#039; Studios
by Shane O. [Featured Reviewer]
Date Added: 01/30/2007 00:00:00

Mega-Feats: New Paths to Victory is a book of feats by Skorched Urf? Studios. The zipped file is just over seven megabytes, and contains a PDF file, and a Rich Text File of the PDF. The PDF is fifty pages long, including a page with the cover and a page for the OGL. There are no bookmarks in the PDF.

The only artwork in the PDF is the full color cover image. Beyond that, there is no interior artwork or page borders, save for the company logo at the end of the book. Given that, it?s almost unnecessary that there is a Rich Text file to act as a printer-friendly version, but it is still a nice touch.

Mega-Feats presents a grand total of 127 new feats. They?re all listed on the first page, with several being asterisked as replacements for PHB feats. Roughly a third of the feats listed are copied from other SUS products, though some have been given minor alterations so as to be used in a fantasy campaign. Other than this list, however, there?s no table or index of feats, the way the PHB listed their prerequisites and effects.

The listing of feats in Mega-Feats are notably innovative. Ranging from feats such as Pocket Battlespace, where you pull your enemy into a pocket universe to fight him alone there, to the Forge Gift item creation feats, which replace the standard item creation feats with a much wider base (making single-use magic items is one feat here, whereas others allow for magical animal breeding, or allow you to recharge charged items).

Several of the feats here cover topics that other such products would be afraid to touch on. For example, Regenerative Womb lets a woman cure someone (or even bring them back to life) via ritualistic sex, whereas Divine Marriage lets you ask your godly spouse for aid, but only so long as you avoid having any earthly sexual encounters. Notably, both of these are ideas from historical myths and practices, and it is refreshing to see a book that isn?t afraid to bring these topics up.

After the main feats are the new Forgeblood feats. A character who takes forgeblood feats has had part of his or her body replaced with metal, essentially becoming a cyborg. Interestingly though, these are meant for use in a fantasy game, with the flavor of the forgeblooded being more like a person with a symbiont than anything else. It?s not about circuitry but rather a more organic use of metal. Twenty-nine such feats are given, along with five flaws which can be taken in exchange for a feat.

The book ends with several house rules from the author?s own game. The first and largest is the use of action points in the game, with the author laying out the entirety of his action point rules. A number of feats in the book use action points, and while the author says that you should modify them if you don?t use them in your game, no guidelines are given for how to do this. Several skills and feats are altered to conform more closely to the replacement feats given in the main section of the book, and a few other changes are made to spells and racial bonus feats and weapon familiarity. A new weapon, the boomerang, is also given, but there doesn?t seem to be a listing for the damage it deals.

Altogether, Mega-Feats lives up to its name. There?s a wealth of new feats here that not only present greater options for characters, but seem to explode with creative new ideas as well. There?s no question that there?s something in here for everyone. That said, a GM who is happy with the standard item creation feats, and doesn?t use action points, may find that some of the book needs to be reworked to fit more smoothly into the game. Still, even if those parts aren?t used, Mega-Feats really will give players great new paths to victory. <br><br> <b>LIKED</b>: The expansive new feats were quite innovative, presenting bold new options that fired the imagination. Several of the replacement feats also cut quite a bold new path in terms of creating magic items.<br><br><b>DISLIKED</b>: GMs who do not use action points will need to find a way on their own to modify several of the feats in here, and won't need several of the new house rules. Likewise, the replacement feats will only come into play if the GM thinks the existing feats need replacement.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>

[4 of 5 Stars!]
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