High-power campaign

Gothmog said:
Looks like we are thinking along the same lines Ace. In my low-magic game, I give out feats at every odd level (3,5,7,etc), and one extra feat at 1st level which MUST be a background feat (like in the FRCS or Wheel of Time RPG). I also gave +2 skill points per level. This gives the PCs a little better chances in a low magic world- but just remember to give the NPCs and monsters the same consideration!


I do however the bonus stuff doesn't apply to NPC classes -- NPC's yes

NPC classes no ...
 

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I ran a campaign for over a year, with characters starting with a bonus Regional feat and gaining feats like the Fighter (1,2,4,6 etc). As has been pointed out, it led to merely 3 more feats at the top end. The game started at 5th level and ended around 16-18 (depending on the PC). I ran a fairly 'normal' power game. I gave monsters an extra feat or two as the PCs started encountering higher HD creatures. It worked out quite well and allowed for a good variety of characters.
 

I've recently decided that I like the idea of allowing players to pay XP to learn additional feats, but not all feats are of equal power and usefulness. I would like each feat have an XP learning cost analogous to the way that magic items have a market cost; it would also be helpful in balancing magic items that grant the use of feats. Has anyone done anything like this before?
 

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