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General Tabletop Discussion
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Does giving out more Feats affect the Fighter's power?
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<blockquote data-quote="Andre" data-source="post: 3181234" data-attributes="member: 25930"><p>I'll second what others have said: it depends on how many options the fighter has to choose from. In my current group we give a feat every level/hit die, but we also added a number of basic feats that stack, so a fighter always has several good options when leveling, and the other classes can never get enough feats. By giving monsters and npc's extra feats, we also kept the pc's from being able to steamroll the opposition.</p><p></p><p>A few examples: </p><p>*We eliminated Weapon Focus, et. al. and replaced them with three feats - Melee Bonus, Ranged Bonus, Spell Bonus. Each gives the character a +1 bonus to hit for that type of attack. </p><p>*Eliminated Weapon Specialization, et. al. Replaced with Melee Damage, Ranged Damage, and Spell Damage (hit points only) which each add +1 damage.</p><p>*Eliminated Iron Will, Lightning Reflexes, Great Fortitude. Replaced with Will Save, Reflex Save, and Fort Save. Each gives a +1 bonus to the requisite save.</p><p>*Kicked Toughness up to 4 hit points.</p><p>*DR feat gives +1 DR/-. If a character has no natural DR, the feat gives DR 1/-.</p><p>*Dash adds 5' to ground Speed in light or no armor, and light load.</p><p>*Bypass DR allows an attacker to ignore a certain amount of the target's DR. This is a chain of feats that tops out at DR/Admantine (nothing bypasses DR/-). The amount bypassed is 2*the number of DR feats the character takes.</p><p></p><p>Characters can take these feats more than once (but no more than once per two levels or hit dice), and the effects stack. This allows a character to focus on one or two areas, but not everything. And the "cool" feats that allow special maneuvers or advantages are still popular. And giving some of these to the opposition allows a GM to easily boost a monster or npc, without increasing the difficulty of running it in combat.</p></blockquote><p></p>
[QUOTE="Andre, post: 3181234, member: 25930"] I'll second what others have said: it depends on how many options the fighter has to choose from. In my current group we give a feat every level/hit die, but we also added a number of basic feats that stack, so a fighter always has several good options when leveling, and the other classes can never get enough feats. By giving monsters and npc's extra feats, we also kept the pc's from being able to steamroll the opposition. A few examples: *We eliminated Weapon Focus, et. al. and replaced them with three feats - Melee Bonus, Ranged Bonus, Spell Bonus. Each gives the character a +1 bonus to hit for that type of attack. *Eliminated Weapon Specialization, et. al. Replaced with Melee Damage, Ranged Damage, and Spell Damage (hit points only) which each add +1 damage. *Eliminated Iron Will, Lightning Reflexes, Great Fortitude. Replaced with Will Save, Reflex Save, and Fort Save. Each gives a +1 bonus to the requisite save. *Kicked Toughness up to 4 hit points. *DR feat gives +1 DR/-. If a character has no natural DR, the feat gives DR 1/-. *Dash adds 5' to ground Speed in light or no armor, and light load. *Bypass DR allows an attacker to ignore a certain amount of the target's DR. This is a chain of feats that tops out at DR/Admantine (nothing bypasses DR/-). The amount bypassed is 2*the number of DR feats the character takes. Characters can take these feats more than once (but no more than once per two levels or hit dice), and the effects stack. This allows a character to focus on one or two areas, but not everything. And the "cool" feats that allow special maneuvers or advantages are still popular. And giving some of these to the opposition allows a GM to easily boost a monster or npc, without increasing the difficulty of running it in combat. [/QUOTE]
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Does giving out more Feats affect the Fighter's power?
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