Blue
Ravenous Bugblatter Beast of Traal
Most of the campaigns I've been in have gone only up through 10, 11 or 12th. With how important raising your attack/dc ability score is, I very often see 4th and 8th levels go towards getting that to 20, and only after that is there room for a feat - if the game goes high enough to even give another one.
I occasionally see feats in the 4th or 8th slots, but they are usually the damage-focused ones, like Great Weapon Master, Sharpshooter, Polearm Master or Crossbow Expert. (When those aren't taken at 1st by a variant human.)
Thinking about how much design space to make characters more interesting we're leaving on the floor because of the mechanical pressures, I was thinking about how to resolve it. What do you think of this:
The first two feats granted by class levels, if they grant a bonus to an ability score, grant +2 instead of +1.
Yes, this means that you would always take a half-feat instead of an ASI for those because it's better. But the half-feats are interesting and, at least at my tables, get much less play then either ASIs or damage-based (and Concentration save) feats at those levels.
Basically it will increase the power of the PCs, but bring them more interesting options. And there's a greater opportunity cost to taking a full feat at those levels.
(BTW, my first write up was "levels 4 thru 8" to allow fighters some extra love, and then I changed it to "4, 8, 10" to allow rogues AND fighters some extra love plus give a place where fighters could take a non-half-feat without paying an opportunity cost. But I wasn't sure that's not too much for those classes, and it paid merry heck with multiclassing and I just cleaned it up the the first two.)
As a side note: Again, this is aimed at a table who only gets to play to levels 10-11, 12 AT MOST. Also I haven't read through XgtE and so I don't know if they would imbalance it by adding better half-feats.
Biggest issue is that this will make PCs more powerful, which would need to be taken into consideration for the challenges they would face.
Thoughts?
I occasionally see feats in the 4th or 8th slots, but they are usually the damage-focused ones, like Great Weapon Master, Sharpshooter, Polearm Master or Crossbow Expert. (When those aren't taken at 1st by a variant human.)
Thinking about how much design space to make characters more interesting we're leaving on the floor because of the mechanical pressures, I was thinking about how to resolve it. What do you think of this:
The first two feats granted by class levels, if they grant a bonus to an ability score, grant +2 instead of +1.
Yes, this means that you would always take a half-feat instead of an ASI for those because it's better. But the half-feats are interesting and, at least at my tables, get much less play then either ASIs or damage-based (and Concentration save) feats at those levels.
Basically it will increase the power of the PCs, but bring them more interesting options. And there's a greater opportunity cost to taking a full feat at those levels.
(BTW, my first write up was "levels 4 thru 8" to allow fighters some extra love, and then I changed it to "4, 8, 10" to allow rogues AND fighters some extra love plus give a place where fighters could take a non-half-feat without paying an opportunity cost. But I wasn't sure that's not too much for those classes, and it paid merry heck with multiclassing and I just cleaned it up the the first two.)
As a side note: Again, this is aimed at a table who only gets to play to levels 10-11, 12 AT MOST. Also I haven't read through XgtE and so I don't know if they would imbalance it by adding better half-feats.
Biggest issue is that this will make PCs more powerful, which would need to be taken into consideration for the challenges they would face.
Thoughts?