Feat use: Official only or from any source?

Here's how I handle it:

Generally (for PrCs and Feats) I do it on a case-by-case basis. Is it appropriate for the character? Does it fit with the campaign? Often I encourage them to make the character using the PHB only, and then I suggest stuff that might fit. For example, in my Freeport game, both PCs wound up with the FRCS 'Blooded' feat - quite appropriate for City Watch - and one is heading for the Spellsword PrC. Obviously, this method works a lot better if your players aren't the kind that buy and read all the rulebooks!

As for skills, I don't think I've ever seen a skill in a d20 publication that I thought was worth adding. Most of them *ought* to be new Knowledge/Craft/Professions, and far too many of them aren't. If a player wants one I direct them to the core rulebook equivalent.

For spells, the spells in the PHB are commonly available and can be taken without question. Spells from other sources have varying levels of rarity and often need to be discovered or researched in-game.

J
 

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Would you all consider modifying a feat if a player wanted it? I don't have any examples off the tope of my head, but say a PC shows you a really original feat that does fit his character. However, the way the feat is written there is no way you'd allow it in your game. Would you ask the PC if he'd accept it as a weaker feat before you say no?
 

Crothian said:
Would you all consider modifying a feat if a player wanted it? I don't have any examples off the tope of my head, but say a PC shows you a really original feat that does fit his character. However, the way the feat is written there is no way you'd allow it in your game. Would you ask the PC if he'd accept it as a weaker feat before you say no?

Sure. I'll even accept totally homegrown feats if they are balanced. I've been waiting for someone to ask for some non-uber ability that you can't do in 3E (like Quick Sheath, for example) as a feat.

I know some characters who would be willing to take "Hair Is Never Mussed" as a feat. :)
 

I was just reading a post in House Rules were one of the feats was a Quick Sheath. There are a few interesting ones over there for people to take a look at. I always try to copy the better ones and save them for when a character comes along that the feat fits.
 


my local gaming store guy told me that there is a huge push to get all these things released to sell- and so mosto f it has NEVER been playtested.

so- my DM just says that is you wnat to use anything that is not in the thre core books (playtested) then it will have to go under rview for a couple days (but he said that months ago- and i still cant use anything thats not in the core books)
 

Since I haven't bought any of the class books I've had no problems. I don't think I will buy any of them, and instead stick to the core books. The only third party supplement I've bought is Legions of Hell so I pretty much stick to the core 3E stuff.
 

Our Homebrew Rules

Hi, I'm the DM of Snowdog's game, which used to have a Story Hour here somewhere... :)

I've come up with a system for spells/skills/feats that everyone in the group seems to like:

Everything from PHB and DMG is "common". Everything else is "unknown". This means that a Fighter would be able to recognize someone using Power Attack on him (since Power Attack is in the PHB, and known to all Fighters), but our light nimble Duelist is really awed by "Snatch Weapon" (from Song and Silence) that she saw a legendary Master perform.

In this way, all these Feats become something of precious knowledge... something that you have to find someone to train you for, or something that a bad guy can do that the good guy can't. It's also a nice way to introduce only the stuff that I feel will fit well in the world.

What do you all think?
 


PrCs I'm pretty strict about. I tell my players what's available and they decide.

I have a lot of non-standard feats, but again, I tell them what's out there and they decide what to take. If a player comes to me with a feat they really want, I make a decision based on how I figure it will fit into my game.

Spells I keep total control over. There's no sorcerers or divine spellcasters in my campaign, so the spellcasters take what they find. I use spells from all over.
 

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