Aquiring new feats

Lorgrom said:
We also do the once you gain enough exp you can level without training or cost. We assume that while you are gaining the exp you are doing your training, not after you have gained it.

This is exactly what I do.
 

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I don't allow just any old feat from any book. If it is outside the core, the player has to run it by me.

I tend to award XP at "rest times" as well, and players can generally take whatever they're interested in that passes muster. I assume that the character has been quietly working on the abilities in the background. Same goes for stat raises, skill choices, and spell choices.

I generally ask that players let me know ahead of time if they are going to do radically different multiclassing - a fighter that has never shown any interest in spellcasting ought to talk to me before taking a level of sorcerer. Not that I'm likely to disallow it, but for such large shifts, I want to know what's going through their heads, so I can better design my adventures to their desires.
 

krunchyfrogg said:
Doesn't the "Feat Every Level" rule make Fighters suck?
Why would it? In the game I play in with a feat every level, the fighters still get their bonus feats as well. The only real problem I've seen is that DMs need to compensate for some feats in a chain being reachable faster than originally intended, which can mess up the challenge of a supposedly "proper EL" encounter.

A play a cleric and it has allowed me to take some things, such as Brew Potion, I would not have bothered with if I didn't have the extra feats to burn.
 

Thornir Alekeg said:
A play a cleric and it has allowed me to take some things, such as Brew Potion, I would not have bothered with if I didn't have the extra feats to burn.

This is exactly why we do it. It lets us branch out and try some things that would never have been done by RAW.
 

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