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Ban Variant-Human! Impact?
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<blockquote data-quote="Aaron L" data-source="post: 7835927" data-attributes="member: 926"><p>I use a Houserule (from the Feats of Heroism PDF from DM's Guild, a booklet which I make very good use of) where every character gets a bonus Feat at 1st, 10th, and 20th levels; this way <em>every</em> character gets to start out with a Feat, which I very much like to provide character customization options. Because I use this rule I don't allow the standard Variant Human (so that no one is able to begin with 2 Feats) but instead provide a different Variant that gives +1 to 5 ability scores and 1 bonus Skill.</p><p></p><p>(The way I figure it, the standard Human gets +1 to six scores and the Variant Human gives up 4 of those +1s for a bonus Feat and Skill, so that must mean the Feat and Skill combined equal four +1 ability score bonuses, and since a bonus Skill isn't as powerful as a bonus Feat then the Feat must be worth +1 to 3 scores, and the bonus Skill must be worth +1 to one score. So, my variant Variant Human gets +1 to five ability scores, and one bonus Skill. I wanted to keep this option available since I consider the bonus Skill to be almost as important for character customization as the bonus Feat, and eliminating the Variant Human altogether would remove this bonus Skill option along with the bonus Feat.)</p><p></p><p>In order to keep the monsters competitive with PCs and remain the appropriate CR I also give all monsters a bonus Feat. I usually just give them the Tough Feat but sometimes use another appropriate Feat, something like Blade Mastery (or another of the Unearthed Arcana Weapon Mastery Feats, for creatures like Hobgoblins or other monsters known for their discipline or weapon skill) or I'll give them the Magic Initiate Feat to create an unusual and interesting variety of monster. Simply adding the Magic Initiate Feat to a common monster, giving it 2 good Cantrips and a useful 1st level spell, can turn a standard creature into a very memorable NPC!</p><p></p><p>Give a simple <u>Goblin Boss</u> the spells<em> Sacred Flame</em>, <em>Toll the Dead</em>, and <em>Shield of Faith</em>, and he becomes his tribe's <em><strong>Witchdoctor</strong></em>; give a <u>Hobgoblin Warlord</u> <em>Eldritch Blast</em>, <em>Create Bonfire</em>, and <em>Hex</em>, and he becomes the dangerous leader of the <em><strong>Hobgoblin Cult of Arioch</strong></em>!</p></blockquote><p></p>
[QUOTE="Aaron L, post: 7835927, member: 926"] I use a Houserule (from the Feats of Heroism PDF from DM's Guild, a booklet which I make very good use of) where every character gets a bonus Feat at 1st, 10th, and 20th levels; this way [I]every[/I] character gets to start out with a Feat, which I very much like to provide character customization options. Because I use this rule I don't allow the standard Variant Human (so that no one is able to begin with 2 Feats) but instead provide a different Variant that gives +1 to 5 ability scores and 1 bonus Skill. (The way I figure it, the standard Human gets +1 to six scores and the Variant Human gives up 4 of those +1s for a bonus Feat and Skill, so that must mean the Feat and Skill combined equal four +1 ability score bonuses, and since a bonus Skill isn't as powerful as a bonus Feat then the Feat must be worth +1 to 3 scores, and the bonus Skill must be worth +1 to one score. So, my variant Variant Human gets +1 to five ability scores, and one bonus Skill. I wanted to keep this option available since I consider the bonus Skill to be almost as important for character customization as the bonus Feat, and eliminating the Variant Human altogether would remove this bonus Skill option along with the bonus Feat.) In order to keep the monsters competitive with PCs and remain the appropriate CR I also give all monsters a bonus Feat. I usually just give them the Tough Feat but sometimes use another appropriate Feat, something like Blade Mastery (or another of the Unearthed Arcana Weapon Mastery Feats, for creatures like Hobgoblins or other monsters known for their discipline or weapon skill) or I'll give them the Magic Initiate Feat to create an unusual and interesting variety of monster. Simply adding the Magic Initiate Feat to a common monster, giving it 2 good Cantrips and a useful 1st level spell, can turn a standard creature into a very memorable NPC! Give a simple [U]Goblin Boss[/U] the spells[I] Sacred Flame[/I], [I]Toll the Dead[/I], and [I]Shield of Faith[/I], and he becomes his tribe's [I][B]Witchdoctor[/B][/I]; give a [U]Hobgoblin Warlord[/U] [I]Eldritch Blast[/I], [I]Create Bonfire[/I], and [I]Hex[/I], and he becomes the dangerous leader of the [I][B]Hobgoblin Cult of Arioch[/B][/I]! [/QUOTE]
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