I've previously changed various class abilities like Sneak Attack and Evasion into regular feats, so this is no news to me *grin* Maybe what should be done is say ok Rage costs 8 and Rage 2 costs 7 etc. Min cost is 3. So As you advance along a feat chain, the moves get easier as they are just built on the strong foundation you already have. So Whirlwind Attack has 4 feat prereqs. 8-4=4. When you are eligible for WA (base attack +4 and stats of appropriate amounts) it will only cost you 4 points to grab. This would seem easier t odo than say "well Rage 3 should cost you 8 if you buy it at level 2, but if you buy it at level 10 it will only cost you 4, etc. Just have a standard of each level up the chain costs 1 less, minimum cost of 3. Same goes for non combat feats, whatever non combat feat chains there are.ouini said:But anyway, I've realized some stuff. (Others may have already figured this stuff out).
Essentially, feats and class abilities are the same thing. Class abilities (like Tireless Rage) are intricately prerequisited feats -- the prerequisites being earlier feats (like Greater Rage), and a certain class level.
Ahh, then the logical conclusion is that, all that most "classes" really are, is a group of related feat-chains and a corresponding set of tables to keep track of when you received earlier feats X and Y in a feat-chain, so you know when it's okay to take feat Z. We were complaining about keeping track of when you get feats X, Y, and Z in a classless system, but I now think it's totally okay, since I'm ditching classes, and that's all classes really were in the first place.
The Solution in buy-as-you-go terms? Simple. The longer you wait to take the next feat in a feat-chain, the cheaper the feat becomes. So buying Rage and Rage 2x at 1st level is inhibitively expensive. If Rage costs 8, make it cost 8 (or more) to buy Rage 2x at the same level, but cost a little bit less if you buy it one level later, and even less if you buy it two levels later, and so on down to a minimum cost after three or four levels.
That's what I'm tinkering with now, DrSpunj, using the feats for Druid, Ranger, Bard, Cleric, and Barbarian as you've described them.
Yes Arcana Unearthed. I think you'll really enjoy the book. Very different from core in feel and that's why I'm gonna be running it soon. Granted, I'm using Ken Hood's new Grim n Gritty revision heh.ouini said:The one hangup I have at this point, is that I haven't taken the plunge to buy the book which explains half- and full-casters. Was that Arcana Unearthed (AU)? I'd hate to sit down and plot out a simple home-rule half-full caster cost system, and reinvent the wheel.
ouini said:However, taking rage 3x all at once when you reach Xth level is goofy (like gaining a level and spending seven skill points to suddenly become an expert weaponsmith).
ouini said:A flat level-based limit for Sneak Attack allows similar goofiness, but isn't mechanically unbalanced. Hey, they're *paying* for it -- it's fair point-wise, just weird. Same for Greater, Tireless, or Mighty Rage.

ouini said:So far, I think I'll stick with making Sneak Attack cost more to buy concurrent, and less the longer you wait for your next die. Same for the Greater, Tireless, Mighty Rage chain, possibly including the Rage 1,2,3x etc. in there for spacers.
This is mostly because I'm lazy, and I'm all about the one rule fits all concept, when it makes the game that much simpler for the players (most of whom are *not* the math-a-holics GMs tend to be). Regular Fighting/non-fighting feats cost a flat rate. What used to be class ability-chains based on level, you can now buy expensively if you want it all at once, or cheaply if you progress slower, as the classes used to. Costs more to progress quicker -- simple concept.
ouini said:The one hangup I have at this point, is that I haven't taken the plunge to buy the book which explains half- and full-casters. Was that Arcana Unearthed (AU)? I'd hate to sit down and plot out a simple home-rule half-full caster cost system, and reinvent the wheel.
Well, they're both level-based in core classes. I won't base either on Fort saves, just on relative level.DrSpunj said:The Greater/Tireless/Mighty is a bit different, though, because of it being tied to Fort save. Sneak Attack doesn't do that, it's only level-based.
ouini said:FREE:
- Gain +1/2 to your Base Attack Bonus (useless in and of itself)
- Gain 4 Hit Points
- Gain (2+INTMOD)x4 Skill Points
- Gain +2 in one save
- Gain proficiency in a very few select weapons
- Gain 1 feat.
ouini said:FIGHTING ABILITY CHAINS:
- Rage 1x >> 2x >> 3x >> 4x >> 5x >> 6x ...
(... Rage 4x >> Greater Rage >> NoFatigue Rage)
- Sneak Attack 1d6 >> 2d6 >> 3d6 >> 4d6 >> ...
- Uncanny Dodge (Dex) >> Uncanny Dodge (Flank)
(...Uncanny Dodge (Dex) + Evasion >> Improved Evasion)
(...Uncanny Dodge (Dex) + Fort Save 5 >> DR1 >> DR2 >> DR3 >> DR4 ...)
NON-FIGHTING ABILITY CHAINS:
- Still Mind or Purity of Body >> Wholeness >> Diamond Body >> Diamond Soul >> etc...
- Evasion >> Slow Fall 20' >> Leap of Clouds >> Slow Fall 50'
(...Slow Fall 50' + Improved Evasion >> Abundant Step or Slow Fall Any Distance)
ouini said:- 8 points gains you a fighter's feat, 4 points gains you a non-fighter's feat
- 8 points for the first ability in a "fighting" ability chain. If you want the next feat in that chain, it’s
- - 10 points to buy it at the same level
- - 8 points to buy it at the next level
- - 6 points to buy it at the next level
- - 4 points to buy it at the next level or beyond.
- 4 points for the first ability in a "non-fighting" ability chain. If you want the subsequent feats in a chain, it’s
- - 6 points to buy it at the same level
- - 4 points to buy it at the next level or beyond
ouini said:Obviously, you could easily decrease the granularity of this system by chopping all costs in half, and giving 15 points out at first level, and 9 points out at subsequent levels.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.