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half-feats & point-based ASIs
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<blockquote data-quote="GlassJaw" data-source="post: 7249885" data-attributes="member: 22103"><p>Redesigning feats has been a hot topic for a while now, and while I haven't taken up the task myself (yet), I totally understand the desire and need (I predict that feats would get a major overhaul in a 5.5).</p><p></p><p>It's clear that some feats are significantly better than others. You can also see how a large number of feats can be broken down into smaller abilities, especially with some of the UA feat options.</p><p></p><p>All this leads me to believe the designers wanted to keep the number of feats small(-ish), to be fairly specialized, and to remove prerequisites of other feats. Because each feat needs to be quite significant unto itself, those that are purely combat, especially those that are numbers-based versus a new combat option, don't match up well to feats that have are skill-based or out-of-combat. </p><p></p><p>Now I don't think I've said any revelatory but it sets the stages for a potential solution - or at least design direction - I've been considering, which piggy-backs on the half-feat idea (which I like). Instead of half-feats, an ASI would give a character 4 points to spend on ability scores or feats. Basically, a +1 ASI is worth 2 points and something like light armor proficiency is also worth 2 points. </p><p></p><p>But by making the system more granular, it would allow for learning a new language, gaining proficiency in a new skill, doubling your proficiency for a skill you are already proficiency with, or maybe even learning a cantrip to be each worth 1 point, as well as the laundry list of "minor" abilities in various feats such as </p><p></p><p>It would also allow the problematic feats to be broken down and recosted. Perhaps GWM is worth 6 or 7 points instead of "4" using this system. It would also allow for feat prerequisites to be reintroduced.</p><p></p><p>Now there's no doubt that this increases the "complexity" of the feat system, at least as far as allowing for far greatly customization (which in turn places a burden of knowledge on the player). I'll also admit it opens up (without jumping in) the rabbit hole of a point-based character creation system (which I'm not opposed to). I'm not going down that path yet but </p><p></p><p><strong>tl;dr</strong> A character get 4 points at each ASI. A +1 ASI costs 2. Current feat abilities are modularized and then recosted from 1 to N points.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7249885, member: 22103"] Redesigning feats has been a hot topic for a while now, and while I haven't taken up the task myself (yet), I totally understand the desire and need (I predict that feats would get a major overhaul in a 5.5). It's clear that some feats are significantly better than others. You can also see how a large number of feats can be broken down into smaller abilities, especially with some of the UA feat options. All this leads me to believe the designers wanted to keep the number of feats small(-ish), to be fairly specialized, and to remove prerequisites of other feats. Because each feat needs to be quite significant unto itself, those that are purely combat, especially those that are numbers-based versus a new combat option, don't match up well to feats that have are skill-based or out-of-combat. Now I don't think I've said any revelatory but it sets the stages for a potential solution - or at least design direction - I've been considering, which piggy-backs on the half-feat idea (which I like). Instead of half-feats, an ASI would give a character 4 points to spend on ability scores or feats. Basically, a +1 ASI is worth 2 points and something like light armor proficiency is also worth 2 points. But by making the system more granular, it would allow for learning a new language, gaining proficiency in a new skill, doubling your proficiency for a skill you are already proficiency with, or maybe even learning a cantrip to be each worth 1 point, as well as the laundry list of "minor" abilities in various feats such as It would also allow the problematic feats to be broken down and recosted. Perhaps GWM is worth 6 or 7 points instead of "4" using this system. It would also allow for feat prerequisites to be reintroduced. Now there's no doubt that this increases the "complexity" of the feat system, at least as far as allowing for far greatly customization (which in turn places a burden of knowledge on the player). I'll also admit it opens up (without jumping in) the rabbit hole of a point-based character creation system (which I'm not opposed to). I'm not going down that path yet but [B]tl;dr[/B] A character get 4 points at each ASI. A +1 ASI costs 2. Current feat abilities are modularized and then recosted from 1 to N points. [/QUOTE]
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