[CoC]New Feats -- Opinions?

danzig138

Explorer
The first two are general feats, while the rest are designed to aid spellcasting characters.

Improved Attack Bonus
You are very skilled at scoring hits in battle.
Prerequisites: Offense Option
Benefit: Your Base Attack Bonus is equal to your character level, providing you with a better bonus, and multiple attacks earlier than normal.

Improved Hit Die
You are able to withstand greater than normal damage.
Prerequisites: Base Attack Bonus +2
Benefit: When you gain a level of experience, you roll 1d8 for hit points instead of 1d6. You do not retroactively apply this increased hit die.
Special: You may select this feat multiple times. The second time it is selected, your hit die changes to 1d10. The third time it is selected, you roll 1d12.

Delay Drain
You are able to delay the physical and mental drain caused by casting spells.
Prerequisites: Wis 13+
Benefit: When you cast a spell, you do not suffer the ability score damage for a number of rounds equal to 1 + Wisdom bonus.

Hardened Mind
You are more resistant to the Sanity-draining qualities of casting spells.
Prerequisites: Delay Drain
Benefit: You lose one less point of Sanity when casting a spell, with a minimum loss of one.

Improved Hardened Mind
You are even more resistant to the Sanity-draining effects of casting spells.
Prerequisites: Hardened Mind
Benefit: You may apply your Wisdom bonus as a type of DR versus the Sanity cost of casting a spell. For example, if you have a Wisdom of 16 (+3), you subtract 3 points from the Sanity loss incurred when casting a spell.

Shunt Drain
You are able to delay the physical and mental drain caused by casting spells.
Prerequisites: Wis 15+, Delay Drain
Benefit: When you cast a spell, you do not suffer the ability score damage for a number of minutes equal to 1 + Wisdom bonus.

Resist Drain
You are able to reduce the drain inflicted by spell casting.
Prerequisites: Wis 17+, Shunt Drain
Benefit: When you cast a spell, you are allowed to roll a Fortitude save (DC 20) to reduce the ability score damage to half (rounded down), with a minimum of loss one.

Drain Hardened
You suffer reduced effects when casting spells.
Prerequisites: Resist Drain
Benefit: You have a “Hardness” of one versus ability score damage inflicted by spellcasting. For example, if you were to cast Cloud Memory, you would suffer only one point of Wisdom damage instead of two. This can reduce a drain to zero. This does not affect permanent drain however.
 

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I kind of like the feats that delay the drain on spellcasting, but don't eliminate it. My concern with the others is that they seem to move a bit too far from the feel I like to see in CoC; that the characters aren't especially more powerful than most folks. They might have guns or be psychic or know a few spells, but they are still fragile and vulnerable.

That's just how I like my CoC. If you want to run a more "high power" campaign then that's fine. Though even then the Improved Hit Die seems pretty powerful for a feat.

IMHO, YMMV, etc. :)
 

kengar said:
My concern with the others is that they seem to move a bit too far from the feel I like to see in CoC; that the characters aren't especially more powerful than most folks.
A cuople of my players are like this about about CoC "Whaa, whaa, whaaaaa, whaa, whaa, wha, wha, whaa!" So I designed those feats to give them an illusion of greater power. Ther I decided that I would actually need them for the game I was going to run (switching it to Modern now) that was based on Graham Masterson's Night Warriors. A little more high power than standard CoC.

Though even then the Improved Hit Die seems pretty powerful for a feat.
Any ideas on a fix?
 


kengar said:
Just stick with Toughness (+3 hp) imho. Or use the Defense Variable rule for better AC

Or tweak the prerequisites for the feat. Add Toughness to the requirements and/or Great Fortitude. (I would lean toward both, makes that it harder to get, and seems to fit with the increased hit die type later.)

The Auld Grump, beset by Significant Capitals...
 
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The feats look good, but feel a little too hack n slashy for me. I like that you can give your PCs the illusion of safety by offering better hit die and improved to hit bonuses, but the problem is they will munchkinize the hell out of those feats later on.

When they think they are powerful enough, they will run into a room of zombies and blast the hell out of them, and the only way you will eventually be able to stop your investigators is if you throw a great old one at them, in which case will end your campaign.

Other wise they look good, but the feats to deal with spellcasting i wont use because i believe spellcasting in CoC should be maddening and draining to prevent players from using these spells ad naseum.

Maybe if they belong to a certain cult i might allow the Spellcasting feats, but then again they belong to a cult.

The attack & Hit die bonuses i will use in a Delta Green campaign i'm working on. The spell feats i will use for my cultist sorceror NPC.

Good Work Tho!
 

Labmonkey-XL said:
but the problem is they will munchkinize the hell out of those feats later on.
Maybe your players would, but mine...well, they run the spectrum from really very intelligent to "not the brightest bulb in the box" (I love em anyway:) ), but only one of my players has learned the system enough to min/max with it, and it hasn't worked out for him yet. That's the upside to players who aren't hardcore gamers -- they aren't willing to learn to abuse the system :D
 

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