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*Dungeons & Dragons
A Homebrew Feat I'm Contemplating
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<blockquote data-quote="Guest 7034872" data-source="post: 8539591"><p>Hi all,</p><p></p><p>The "New Feats Survey" thread has prompted me to post this because it's a question I've had in my head for almost two months and I find I'm still undecided.</p><p></p><p>I'm DMing a new homebrew campaign this March (effectively first-time DM!) and there's a feat idea I came up with, but I worry it's too strong:</p><p></p><p><strong><span style="color: rgb(40, 50, 78)">Fast Eddie: the player gets one additional reaction this turn.</span></strong></p><p></p><p>Think of what this could mean for spellcasters, rogues, and monks, right? It’s too powerful if a player could just keep using this feat all day long, sure, but what about some kind of limited use of it akin to legendary actions where they get only so many <em>per</em> day? Might that work? But might it also not belong in feats anymore because it looks more like, umm.....a <em>legendary action? </em>I mean, when I look at this in the abstract just as a cool thing a player could do, I still love it, but then when I look at game mechanics and what the Taking20 YT channel has taught me to call "action economy," I worry about tilting everything in favor of spellcasters right at a point where the game is already tilted in their favor.</p><p></p><p>Still, I note that Monks and Rogues are not spellcasters at least in the full sense. If I want to open it up more to help Fighters and Barbarians, I suppose I could re-word it to <strong>"one additional reaction <em>or bonus action</em> this turn,"</strong> but now my worry about over-powering players gets really animated.</p><p></p><p>So far my thinking has brought me around to "Neat idea, but just too powerful; abandon it before you cause a real mess, South by Southwest." But <em>I just don't know</em>. What do people here think??</p></blockquote><p></p>
[QUOTE="Guest 7034872, post: 8539591"] Hi all, The "New Feats Survey" thread has prompted me to post this because it's a question I've had in my head for almost two months and I find I'm still undecided. I'm DMing a new homebrew campaign this March (effectively first-time DM!) and there's a feat idea I came up with, but I worry it's too strong: [B][COLOR=rgb(40, 50, 78)]Fast Eddie: the player gets one additional reaction this turn.[/COLOR][/B] Think of what this could mean for spellcasters, rogues, and monks, right? It’s too powerful if a player could just keep using this feat all day long, sure, but what about some kind of limited use of it akin to legendary actions where they get only so many [I]per[/I] day? Might that work? But might it also not belong in feats anymore because it looks more like, umm.....a [I]legendary action? [/I]I mean, when I look at this in the abstract just as a cool thing a player could do, I still love it, but then when I look at game mechanics and what the Taking20 YT channel has taught me to call "action economy," I worry about tilting everything in favor of spellcasters right at a point where the game is already tilted in their favor. Still, I note that Monks and Rogues are not spellcasters at least in the full sense. If I want to open it up more to help Fighters and Barbarians, I suppose I could re-word it to [B]"one additional reaction [I]or bonus action[/I] this turn,"[/B] but now my worry about over-powering players gets really animated. So far my thinking has brought me around to "Neat idea, but just too powerful; abandon it before you cause a real mess, South by Southwest." But [I]I just don't know[/I]. What do people here think?? [/QUOTE]
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