Yet Another Idea
Copyright 2005 by SteveC. All rights reserved.
My idea was 1 Feat/Level, in addition to all the Feats the various classes receive now, but the extra feats were from a list which was different for each and every class... Most all class abilities would be feats, but not every class could get them as part of their list. Many/most would still have pre-requisites. All classes would get
Skill Focus: (Any Class Skill), as well as any of the +2/+2 feats that fit their capabilities (
Deft Hands for Rogues,
Alertness for Druids and Rangers, etc.)
Fighters would get their choice of a Fighter Feat at each level, with a few new ones added. See below, for some ideas on those.
Druids would get their
Wild Empathy,
Woodland Stride,
Wildshape,
Poison Immunity, etc., but on levels where they got nothing new (which are few, for them), they could get some feats like
Wild Casting (or whatever it's called, where you can cast spells in animal form),
Beastform (where they can become magical beasts),
Beastcasting (where they can cast spells in beastform),
Beastspeech (speaking to Magical Beasts while in their form),
Elemental Speech (speaking the elemental tongues for one skill point/level - do they already get that? I can't recall...). They would share some feats with Rangers, and fewer with Barbarians and, perhaps, Rogues or Clerics.
Multi-Attack and
Pounce also "spring" to mind...
(Eagle's) Claw would allow the unarmed attacks to do slashing damage, as well as non-lethal or blunt, and be shared with Monks and Rangers, and perhaps Barbarians.
Barbarians could get some combat and general feats, as well as a limited form of
Wildshape, so that Barbarians of the Wolf Totem (for instance) could become any form of wolf (up to and including Dire, at some level) of their hit dice or less, but not be able to turn into anything else (at least not without expending another feat). Another feat would allow Small/Large-sized critters of the same type. Other feats might increase speed, again, etc.
For Monks (and Fighters, and perhaps a few others), feats include
Improved Unarmed Strike,
Slam (making unarmed damage 1D6),
Improved Slam (1D8),
Greater Slam,
Improved Greater Slam, etc., until 1D20 is reached... Fighters would get cut off, before this point, leaving Monks the best at unarmed combat. Rangers and Druids would get some access, but the Druid would be cut off before the Fighter/Ranger. All
Slam Feats would require
Improved Unarmed Strike as a pre-requisite, and each level also requires the previous levels. The
Deflect Arrows,
Snatch Arrows, etc. chain,
Improved Grapple,
Stunning Fist, etc., which are now Monk Level-choices would also be part of their list of feats.
Clerics and Paladins would have some combat feats (Clerics limited to blunt weapons, only, unless they had the War Domain, in which case they'd also get their deity's favored weapon),
Extra Turning, Item Creation, and Meta-Magic Feats, as well as a few new ones. These might include the Domain Powers (such as Clerics of the Plant Domain being able to turn plants, for instance). Paladins would get more combat feats (of all types), and fewer magical ones. Feats reflecting their deity should be added, although this might be hard to do. It could certainly be done for the ones in the book.
Rangers would get some Combat & General Feats, some Barbarian/Druid.Rogue-like feats, and a Feat Chain based off of
Alertness that lead them through
Hawk-Eyed,
Catseye (Low-light vision),
Darksight, and other such sensory skills (like
Tremorsense). They could also pick up
Trapsense,
Nature Sense, already get
Woodland Stride, might select
Trackless Step, or have the ability to track it, pick up some
Sneak Attack (making sure that they are always worse than the Rogue, however), and some animal abilities as per the Druid (limited
Wildshape,
Multi-Attack,
Pounce, etc.) They would be the best at travelling (by non-magical means), tracking, and survival.
Sorcerers should get all of the Meta-Magic Feats that they can use, all of the Item Creation Feats that they can use, as well as some General and a few Combat Feats.
Improved Familiar and
Improved Counterspell spring to mind. Some new, Sorcerer-only Feats need to be developed, and added to the list... Perhaps a
Dragon-blooded Feat Chain, similar to the Dragon Disciple Prestige Class, in some ways... perhaps others. Some might allow them to learn another two spells/Feat...
Wizards get their Meta-Magic & Item Creation Feats, as well as some General ones, and a very few Combat Feats. Others might include
(X)-Substitution Feats, where a damage type (Acid/Cold/Fire/Flame/Heat/Poison/Positive/Negative Energy/Whatever) could be substituted in for another type (turning a
Fireball into a
Coldball, for instance).
Bards would get General, Combat, and some Druid & Rogue Feats, as well as ones allowing them to replace damage types with Sonic damage, making them the best will Sonic spells.
Rogues would get the abilities that they have now, plus General and some Combat Feats. They would also have a
Notice Feat (shared with Rangers who have taken
Trapsense as a pre-requisite, followed by
Notice) that lets them use
Listen,
Search, or
Spot at 1/2 skill bonus (rounded down) even when not actively searching... Hence, a Rogue who is searching for traps operates normally. One who is *NOT* searching still gets to roll, and add 1/2 his skill (rounded down) to see if he
NOTICES it... This would greatly speed up play!
In all cases, WotC (or the GM) needs to create a list of Feats for each class, figure out what each class is best at, and make sure that they REMAIN THE BEST at what they do... Rangers should not have feats making them better locksmiths than Rogues, nor Barbarians be better travellers than Rangers, nor Fighters better sneak-attackers than Rogues. Bards should be better at Lore & Sonics than Wizards, but Wizards and Sorcerers better at most other types of spells (although WotC seems to think that Bards are the best Diviners...)
In any case, I think that something fair and balanced could be worked out for ALL the classes, letting Barbarians be the strong ragers, Bards be the Snic Loremasters (and Diviners), Clerics be the best at whatever their deity represents, Druids be the best shapeshifters, Fighters be the best at MOST forms of combat (while leaving Monks the best at unarmed combat), Paladins the best at mounted combat (and second-best at other forms & Undead-turning), Rangers the best at non-magical wilderness travel, Scouting, Survival, and Tracking, Rogues the best at Locks & Traps, Sorcerers the best at untrained casting, and Wizards the best at book-learned casting. Tough, but doable!
Along the way, Rangers & Paladins need to be given Orisons, and gain them at third or fourth level, increasing until they have five. Then they need a Feat which allows them
Spontaneous Casting, which they can choose from their list. Wizards can do this with
Spell Mastery. Clerics shouldn't have access to it, unless (say) they worship a deity of Spontanaity!
Well, there's my $1.20 on it...