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<blockquote data-quote="ro" data-source="post: 7249749" data-attributes="member: 6890747"><p>Thanks!</p><p></p><p><strong>Actor</strong></p><p></p><p></p><p>I thought so, too. Message and Friends are less common, as well, generally not powerful, but fit the "Spycraft" idea you had and add some more flavor. This might cause them to be used more, and more creatively.</p><p></p><p><strong>Armor Master</strong></p><p></p><p></p><p>Yeah, I think this is well balanced. The switch between Medium to Heavy isn't a major impact, and it works to say, "You are wearing armor, so you always have some benefit." A character can go back and forth depending on their needs. Thematically, they seem to work together. Keeping the +1 ASI also offsets any need for additional proficiencies.</p><p></p><p><strong>Athlete</strong></p><p></p><p></p><p>Hm. I like the idea of an archer in the trees, which a climbing speed helps. And I do like keeping the +10 movement in Mobile, just because Mobile is a great feat and I want to leave it mostly untouched. You're right that this isn't as perfect for a rogue, but there are other feats that a rogue could appreciate, like Skulker, and having multiple good feats to pick over your career is cool. (Note that I said "good" feats. Multiple feats that are all needed for a simple concept is poor design, but if each feat is a solid option and yet choice is required, that is good game balance.)</p><p></p><p><strong>Brawler</strong></p><p></p><p></p><p>Note that you don't have advantage until you are already grappling. I like the miss idea. If you were made large, you might have a 10' reach, so we want to retain that. How about:</p><p></p><p>"When a creature within your reach that you are not grappling attacks you and misses, you may use your reaction to attempt to grapple the creature."</p><p></p><p><strong>Crossbow Expert</strong></p><p></p><p></p><p>My intent is to make this a Ranger feat. Rangers have shield proficiency, but frequently that use two-handed bows. Likewise, they have spellcasting to support their martial abilities: lots of these are verbal only, but it seems like it would be nice to boost them. They could of course pick Warcaster, but that seems off-theme.</p><p></p><p>I was trying to strengthen this feat in a different direction from the original. The new wording nerfs the close-range benefit to once per turn, so I added the option to run away as a bonus action: Archer caught in melee makes a distracting shot and runs for his life.</p><p></p><p>Similarly, the crossbow as a bonus action with +Dex to damage and Archery fighting style was nerfed. Now the +Dex would only come through the Two Weapon Fighting style, so you only get one or the other unless you multiclass or pick up another feat that lets you do that.</p><p></p><p>This blocks the SS/CEx combo, but then in weakens the base feat: adding in the the bonus to shield use and spellcasting seemed a nice benefit to make it up.</p><p></p><p>I also tried to remove/clarify with version 2 the need for a free hand for reloading weapons with the Ammunition property.</p><p></p><p>If the shield benefit is too much, what if it was limited to "Your shield hand is free for firing two handed ranged weapons and spellcasting. When you use this benefit, you lose 5 feet of movement from your next move."</p><p></p><p>On the rename: I agree. I kept it this way just for clarity and alphabetical consistency at the moment.</p><p></p><p>On limiting feats to three abilities: I agree with that, too, although there are several more lengthy PHB feats. Any recommendations for simplification will be gladly considered.</p><p></p><p><strong>Defensive Duelist (includes Dual Wielder)</strong></p><p></p><p></p><p>Yeah, adding the "light or finesse" benefit helps it a lot.</p><p></p><p><strong>Dungeon Delver (includes Keen Mind and Observant)</strong></p><p></p><p></p><p>I agree. It seems like Keen Mind fits with Dungeon Delver very well. Keen Mind on its own is pretty much pointless, but as a dungeon exploration feat, it works nicely. I thought similarly about Observant, and split its benefits over a few feats.</p><p></p><p><strong>Elemental Adept</strong></p><p></p><p></p><p>Oh yes, it is definitely better than the RAW feat, which I felt was too narrow. This gives a +1 ASI. I saw no reason not to expand the damage type options, especially poison, even though they aren't strictly elemental, but I did leave force out of the list intentionally: if you do meet a Force Dragon, this feat won't help you!</p><p></p><p>Furthermore, the reroll mechanic had weird side effects like making spell choice matter based on what size dice it uses, which is a bit weird. Giving a straight +1 to whatever spell you are using seems easier and more generally applicable. But it is still only on a specific damage type. A full +2 ASI would give this benefit anyway, and more, so dropping down to +1 ASI, retaining this benefit, and dealing with resistance/immunity but for a single element seems balanced.</p><p></p><p></p><p><strong>Great Weapon Master - v1</strong></p><p></p><p></p><p>I like it, too!</p><p></p><p><strong>Great Weapon Master - v2</strong></p><p></p><p></p><p>It is less exciting, which is unfortunate, but it is a lot more balanced. This version stays balanced/beneficial for a fighter with four attacks, improving with more attacks with advantage. The once-per-turn version, on the other hand, gives a power boost that is much greater, but only to single attacks. I think that I prefer the once-per-turn version, too, as it applies to many more characters, but this second version is better if scaling with multiple attacks is the goal.</p><p></p><p></p><p></p><p>I look forward to your continued feedback!</p><p></p><p><strong>True Strike and Blade Ward</strong></p><p></p><p></p><p></p><p>Absolutely. My implementation may need to be refined, but these cantrips do need some help. Even so, they did not fit well with my "Cantrip Master" feat, so I felt they needed separate treatment.</p></blockquote><p></p>
[QUOTE="ro, post: 7249749, member: 6890747"] Thanks! [b]Actor[/b] I thought so, too. Message and Friends are less common, as well, generally not powerful, but fit the "Spycraft" idea you had and add some more flavor. This might cause them to be used more, and more creatively. [b]Armor Master[/b] Yeah, I think this is well balanced. The switch between Medium to Heavy isn't a major impact, and it works to say, "You are wearing armor, so you always have some benefit." A character can go back and forth depending on their needs. Thematically, they seem to work together. Keeping the +1 ASI also offsets any need for additional proficiencies. [b]Athlete[/b] Hm. I like the idea of an archer in the trees, which a climbing speed helps. And I do like keeping the +10 movement in Mobile, just because Mobile is a great feat and I want to leave it mostly untouched. You're right that this isn't as perfect for a rogue, but there are other feats that a rogue could appreciate, like Skulker, and having multiple good feats to pick over your career is cool. (Note that I said "good" feats. Multiple feats that are all needed for a simple concept is poor design, but if each feat is a solid option and yet choice is required, that is good game balance.) [b]Brawler[/b] Note that you don't have advantage until you are already grappling. I like the miss idea. If you were made large, you might have a 10' reach, so we want to retain that. How about: "When a creature within your reach that you are not grappling attacks you and misses, you may use your reaction to attempt to grapple the creature." [b]Crossbow Expert[/b] My intent is to make this a Ranger feat. Rangers have shield proficiency, but frequently that use two-handed bows. Likewise, they have spellcasting to support their martial abilities: lots of these are verbal only, but it seems like it would be nice to boost them. They could of course pick Warcaster, but that seems off-theme. I was trying to strengthen this feat in a different direction from the original. The new wording nerfs the close-range benefit to once per turn, so I added the option to run away as a bonus action: Archer caught in melee makes a distracting shot and runs for his life. Similarly, the crossbow as a bonus action with +Dex to damage and Archery fighting style was nerfed. Now the +Dex would only come through the Two Weapon Fighting style, so you only get one or the other unless you multiclass or pick up another feat that lets you do that. This blocks the SS/CEx combo, but then in weakens the base feat: adding in the the bonus to shield use and spellcasting seemed a nice benefit to make it up. I also tried to remove/clarify with version 2 the need for a free hand for reloading weapons with the Ammunition property. If the shield benefit is too much, what if it was limited to "Your shield hand is free for firing two handed ranged weapons and spellcasting. When you use this benefit, you lose 5 feet of movement from your next move." On the rename: I agree. I kept it this way just for clarity and alphabetical consistency at the moment. On limiting feats to three abilities: I agree with that, too, although there are several more lengthy PHB feats. Any recommendations for simplification will be gladly considered. [b]Defensive Duelist (includes Dual Wielder)[/b] Yeah, adding the "light or finesse" benefit helps it a lot. [b]Dungeon Delver (includes Keen Mind and Observant)[/b] I agree. It seems like Keen Mind fits with Dungeon Delver very well. Keen Mind on its own is pretty much pointless, but as a dungeon exploration feat, it works nicely. I thought similarly about Observant, and split its benefits over a few feats. [b]Elemental Adept[/b] Oh yes, it is definitely better than the RAW feat, which I felt was too narrow. This gives a +1 ASI. I saw no reason not to expand the damage type options, especially poison, even though they aren't strictly elemental, but I did leave force out of the list intentionally: if you do meet a Force Dragon, this feat won't help you! Furthermore, the reroll mechanic had weird side effects like making spell choice matter based on what size dice it uses, which is a bit weird. Giving a straight +1 to whatever spell you are using seems easier and more generally applicable. But it is still only on a specific damage type. A full +2 ASI would give this benefit anyway, and more, so dropping down to +1 ASI, retaining this benefit, and dealing with resistance/immunity but for a single element seems balanced. [b]Great Weapon Master - v1[/b] I like it, too! [b]Great Weapon Master - v2[/b] It is less exciting, which is unfortunate, but it is a lot more balanced. This version stays balanced/beneficial for a fighter with four attacks, improving with more attacks with advantage. The once-per-turn version, on the other hand, gives a power boost that is much greater, but only to single attacks. I think that I prefer the once-per-turn version, too, as it applies to many more characters, but this second version is better if scaling with multiple attacks is the goal. I look forward to your continued feedback! [b]True Strike and Blade Ward[/b] Absolutely. My implementation may need to be refined, but these cantrips do need some help. Even so, they did not fit well with my "Cantrip Master" feat, so I felt they needed separate treatment. [/QUOTE]
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