dave2008
Legend
Mostly agree, but this is not the topic of this thread.
Good point - I've got to stop derailing threads!
Mostly agree, but this is not the topic of this thread.
I mean exactly what the rulebook means
"you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1."
Sure, if you must. It might allow you to gain a 20 in your prime stat two levels earlier, so I'm not adopting it myself.
Got a PM about this, so *BUMPing* to see if there's more thoughts on systems like this![]()
This seems too fiddly to me. I'd just let the PC bank feat points and spend them whenever (but only buy 1 feat per level).§ You may only make one purchase every other level. (That is, if you spend one or more feat points at level three, you must wait for level five before spending more feat points)
Why not 4? This seems like a HUGE nerf to variant human, which is a terrible racial choice except for the feat. This means that the only feats variant humans can start with are Charger, Dungeon Delver, Grappler and Weapon Master -- the crap feats. I don't think it's fun to have a race that starts weaker than the others and needs to "save up" to get its racial features.§ Variant Humans start with 2* bonus feat points (they can spend 3 at level 1 etc)
*) not 4
I feel like most of the 6-point feats are the ones I feel are balanced with an ASI. (Plus maybe a couple of the ones on your Tier 3/4 columns, like Heavy Armor Master, Magic Initiate, and Tough.) So I'd price those at 4 points, and put the remainder of the Tier 3/4 feats at a cost of 3 points, and the crap feats remain at at 2 points. Except for Polearm Master, which I think should stay at 6 points. Then I'd decrease GWM, Lucky, and Sharpshooter down to 6 points too. Because those are really good feats but not worth two full ASIs. Costing 1.5 ASIs is enough of a downside I think. So my list would be:§ A feat costs 4 feat points, with the following exceptions:
- Charger, Dungeon Delver, Grappler and Weapon Master cost 2 feat points each
§ Alert, Crossbow Expert, Elven Accuracy (XGE), Mobile, Polearm Master, Prodigy (XGE), Resilient, Sentinel, Shield Master, and War Caster cost 6 feat points each
§ Great Weapon Master, Lucky, and Sharpshooter cost 8 feat points
Well, I didn't as much abandon this system as simply ending up using another approach: rewriting/banning individual feats.What was your end result? Why did you abandon this system?
My players never fail to precisely analyze the mathematical impact of every possible choice.I have yet to have any player use math to make a character choice. Of course I have only had 14 players in 30+ years of playing![]()
Thank you.Some quick feedback:
Yes. As you can read upthread, I am open to rethinking this if it turns out it doesn't change much in practice.This seems too fiddly to me.
Isn't that like saying Superman is a terrible super hero except his invincibility?Why not 4? This seems like a HUGE nerf to variant human, which is a terrible racial choice except for the feat.
I remain open to discussing the exact number of points, but the argument "variant humans are too weak without it" is more persuasive than "variant humans must take a crap feat". You seem to assume you MUST buy the feat right off the bat. But you don't.This means that the only feats variant humans can start with are Charger, Dungeon Delver, Grappler and Weapon Master -- the crap feats. I don't think it's fun to have a race that starts weaker than the others and needs to "save up" to get its racial features.
I'd start variant humans with 3 extra points, so they can buy a 4-point feat right at 1st level.
Thank you for your contribution.So my list would be: