2 feats, 200gp, to good?

rawgt3

First Post
I'm trying to make a campaign where the players have just graduated from an adventurer acadamy. So I was thinking of giving letting them start at lvl. 2 have 5 xtra skill points and 2
knowledges of choice as class skills to show their schooling. They also can pay 200gp for additional schooling and get 2 free feats. Also I was thinking of starting them out with 2000gp
as stated in the DMG treasure per character column. I am blocking some feats and equipment
from them right now to allow cultural diversity and hidden knowledge in the campaign but is this still to many starting benifits?
 

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It's your game. Run with it as you will. I think that if everyone starts out with the same benefits, then it should all work out okay. A player/character would have to be a fool though to not pay the 200 gp for the extra 2 feats.

Chad
 

Seems fine to me. In my campaign every PC gets 1 extra skill point/level and feats are every odd-numbered level rather than every third level. It's not unbalancing. The extra skill point just mean that it's a bit easier to diversify (so most PCs will have at least a few ranks in Spot and other adventure-critical skills, rather than the rogue being brilliant and everyone else being incompetent). The feats aren't really a problem either. With all the sourcebooks etc around it's good to give PCs the chance to take interesting and non-standard feats rather than focus myopically on the more powerful pathways, prestige class prereqs and so on. Only thing you will have to watch out for is making prestige classes too easy to get into - lots of PrCs use multiple feat prereqs as a way to prevent PCs taking the class at too low a level, and if you hand out bonus feats at low level then you're short-circuiting this. Worth thinking about anyway - some sort of balancing mechanism or extra prereq may be in order in some cases.
 

Thanks loads

This has been bugging me for awhile now cause I did'nt want to raise their CR to much.
So thanks for the reasurrance. :D
 

I agree. You'll have to keep in mind that they are a smidgen more capable than a normal group, but 2 feats isn't going to make a big difference. I like the idea.
 

As long as you don't allow flaws in conjunction with this, it shouldn't unbalance the game.

Just give them the feats and deduct the 200 gp automatically, and give them the option of not getting a feat for 100 gp. Nobody will take you up on it, but nobody will feel guilty for "abusing" the system.
 

My friend runs a game where an adventurer's academy is heavily featured. One thing that he did that I thought was pretty coll was to allow some of us to not always be students in good standing. For example in one campaign, my character, who had been caught dabbling with unapproved magic (i.e. binding from Tome of Magic), was stripped of her status as a student, and had to spend a year as a henchman for the rest of the group- quite a blow for the haughty elven lass. This meant things like missing out on monetary awards that the rest of the party received and having to serve at school banquets rather than simply enjoy them. I thought it was a fabulous role-playing experience.

In the more recent game, my character again finds herself on the outskirts of the school. She's a human fighter (with thug and sneak attack options from Unearthed Arcana) who was just pulled out of the city dungeons and indentured to the rest of the party because she could easily guide them to a village (her home village) near a lost temple that they were searching for.

Chad
 



Unless you're a completely inexperienced DM, I don't see why those benefits should be at all unbalancing.

Slife said:
Just give them the feats and deduct the 200 gp automatically, and give them the option of not getting a feat for 100 gp. Nobody will take you up on it, but nobody will feel guilty for "abusing" the system.

Seconded.
 

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