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Feat Training - An Incremental Approach
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<blockquote data-quote="Tyler Culleton" data-source="post: 7295590" data-attributes="member: 6924169"><p>As a player, I never liked the way feats where problematic because 1) the "optimal" feats represented suc an immediate power increase, and 2) "roleplaying" feats came at too high an opportunity cost. As a DM, I am looking to mitigate both these issues (and reduce the pressure to go V.Human) in my games with a training approach. </p><p></p><p><strong>1. Feat Bullets</strong> When training a feat, a player unlocks them one bullet point at a time. Players may still take a feat as normal, unlocking all bullets. The skilled feat is exempt from training. </p><p><strong></strong></p><p><strong>2. Bullet Cap </strong>A player is limited in bullets known. The cap equals their Int mod + their Prof bonus. </p><p></p><p><strong>3. Training </strong>When a player has at least 3 uninterrupted hours of downtime they may train toward a feat bullet. They receive feat xp equal to hours trained + Int mod. Training 3 hours is considered light activity; anything in excess is considered strenuous for rest purposes (elf trance balance attempt). </p><p></p><p><strong>4. Getting Bulllots</strong> A bullet takes 200 feat xp to learn. When a character levels up they may "spend" the required xp to learn 1 bullet. They may forget an earlier bullet to gain a new benefit. Forgotten bullets must be retrained entirely. </p><p></p><p><strong>5. New Human Rules </strong>There is no V.Human. The standard Human gains the following benefit: <strong>Ingenuity - </strong>You may learn one additional bullet. You gain 1 additional xp each time you train. </p><p></p><p></p><p>I am tempted to apply these same rules to learning additional skills and tools, all using the same capacity pool of Int mod + Prof. </p><p></p><p>Additionally, these rules where written with an attempt to add value to Int. in mind. </p><p></p><p>Let me know what you all think!</p></blockquote><p></p>
[QUOTE="Tyler Culleton, post: 7295590, member: 6924169"] As a player, I never liked the way feats where problematic because 1) the "optimal" feats represented suc an immediate power increase, and 2) "roleplaying" feats came at too high an opportunity cost. As a DM, I am looking to mitigate both these issues (and reduce the pressure to go V.Human) in my games with a training approach. [B]1. Feat Bullets[/B] When training a feat, a player unlocks them one bullet point at a time. Players may still take a feat as normal, unlocking all bullets. The skilled feat is exempt from training. [B] 2. Bullet Cap [/B]A player is limited in bullets known. The cap equals their Int mod + their Prof bonus. [B]3. Training [/B]When a player has at least 3 uninterrupted hours of downtime they may train toward a feat bullet. They receive feat xp equal to hours trained + Int mod. Training 3 hours is considered light activity; anything in excess is considered strenuous for rest purposes (elf trance balance attempt). [B]4. Getting Bulllots[/B] A bullet takes 200 feat xp to learn. When a character levels up they may "spend" the required xp to learn 1 bullet. They may forget an earlier bullet to gain a new benefit. Forgotten bullets must be retrained entirely. [B]5. New Human Rules [/B]There is no V.Human. The standard Human gains the following benefit: [B]Ingenuity - [/B]You may learn one additional bullet. You gain 1 additional xp each time you train. I am tempted to apply these same rules to learning additional skills and tools, all using the same capacity pool of Int mod + Prof. Additionally, these rules where written with an attempt to add value to Int. in mind. Let me know what you all think! [/QUOTE]
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