D&D 5E Feats that equal +1 ability score

We'd like to think so... but it wasn't so long ago we had dozens upon dozens of threads here on the boards decrying the arrival of the 4E "Expertise" feats because now they no longer had "any choice" in feat selection. They were taking that feat because it was objectively better and thus they felt like they no longer had any opportunity to take "interesting" feats. Their egos wouldn't allow them to forsake the objectively better choice for the more interesting choice.

And with +1s as a substitute for feats... I do think (as I mentioned above) that unless these new feats are tremendous... four out of every five players will take the +1s until they reach 20 in their prime stat. I just think that's a fait accompli.

That was true for 4e because AC scaled with level and in order to be better at hitting level appropriate monsters a player felt compelled to gain more "to hit" bonus. With 5e, even at 15th level, we may be attacking a beast that has AC 12, 13, 14; therefore, there won't be as much pressure to make your +7 to hit a +8.

And from what Mearls is implying, the new feats will be tremendous relative to the older feats.
 

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If they eliminated the automatic stat increase for leveling and let you trade in feats for attribute points... I'm not sold on it, but I'd be willing to test it.

What I don't understand is why they don't just hold off choosing feats until a few levels in. That's exactly the sort of complexity their "apprentice" levels could fix.

Cheers!
Kinak

I believe Mike has suggested you don't get your first feat till after the apprentice tier at level 3.
 


How, in your mind, should such feats look? Give some examples.

My idea:
(those two are based on some of original feats presented as the ambusher speciality). Unless otherwise noted, all benefits stack.

Ambusher
Prerequisites: Dex 11+
* You gain a +2 bonus to initiative checks.
* When you strike someone you are hidden from, you have advantage on the attack.
* Your attacks deal an extra 1d6 damage against enemies that have lower initiative count than you.

Master Ambusher
Prerequisites: Ambusher feat, Dex 13+, Level 8+
* You gain a +2 bonus to initiative checks.
* If you hit someone on your turn, you may move away and hide from them as a part of the same action. Any movement you takes counts from your total movement allowed for this turn.
* On your first turn of combat, you get advantage and +10 bonus to damage on all attacks.

(deconstructed survivor speciality)
Survivor
Prerequisites: Con 11+
* Whenever a die roll determines how many HP you regain, you instead regain HP as if maximum number was rolled.
* You gain 1 extra Hit Point per level.
* You have advantage on saves against weather, disease, poison, fatigue and starvation.
* You gain Survive in Wilderness skill.

Everlasting
Prerequisites: Survivor feat, Con 13+, level 8+
* You have resistance to damage from poisons and disease.
* You suffer no penalties for being at 0 or negative HP.
* You gain advantage on all Survive in Wilderness checks.
* At the beginning of your turn, if you're at half HP or less, you regain 1 HP.

Feat chains, blah... The suggestions by themselves are fine but please let's get rid of the feat chains.

Warder
 

The biggest problem I have with the feat/ability score system they're proposing is that they say that higher level feats will be better than lower level feats. If a feat is to be equal to an ability score increase, that equality is destroyed if some feats are better than others. If A=B, but C>B, then C>A. All feats should be equal in power, IMO.
 





Well, the fact he likes feats as it is tells me that he's not necessarily the most objective person when it comes to verifying their quality. :) So I'll believe him when I see them. LOL.

I wouldn't underestimate the designers' ability to create really overpowered :):):):).
 

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