House rule: Feats that activate on critical hits. Please advise

Harr

First Post
So after talking a bit with my players, i'ts come to my attention that there is a whole class of feats they are irritated with. Mainly the titular "only activates on a critical hit" type of feat.

Easy to see why: By and large, you have to roll a 20 for them to activate. But not only do you have to roll a 20, you have to roll a 20 AND be in the exact situation where that particular feat would be useful to have. For example, Precise Hunter, you can finally roll a 20 on your shot against that owlbear, but if that owlbear is almost dead or dies with that shot, it doesn't even matter anyway. So I woudl have to get a 20 on that owlbear while it still has enough hit points for the rest of my party to get some use out of those +1's, for it to really be showing its worth.

This makes (my) players look at those feats and think, "Ok, when am I *actually* going to get to really use or really benefit from taking this feat? Maybe once, twice in the character's entire lifetime, probably." So it's understandable that when they weigh out the cost of taking that feat and then look over at, say, Hellfire Blood, they might feel a bit of irritation towards it.

Ok, so obvious solution: Remove the "critical" association and make these type of feats activate on numbers other than 20. Possible ranges, 10-20, 15-20, 18-20, 19-20. I've talked it over with a few of them and the feeling seems to improve at 18-20... it's more or less the point at which they start to go ok, it might be worth it then.

But of course before putting that into effect, I thought I'd just mosey on over here and ask smarter people than I for any troubles that might pop up? Any unbalanced, exploits, etc? Remember the "critical hit" association is entirely removed; they now activate purely with straight numbers of the attack roll, 18, 19, or 20. I have to say I really like this change, the same as I like the upgrading of item powers from Daily to Encounter. But who knows, I'm likely overlooking something as usual :)
 

log in or register to remove this ad

Ok, so obvious solution: Remove the "critical" association and make these type of feats activate on numbers other than 20. Possible ranges, 10-20, 15-20, 18-20, 19-20. I've talked it over with a few of them and the feeling seems to improve at 18-20... it's more or less the point at which they start to go ok, it might be worth it then.

Have they considered loading up on high-crit weapons if they want to take these feats?
 

Have they considered loading up on high-crit weapons if they want to take these feats?

Not really, I mean all a high-crit weapon does is give you more damage when you crit... doesn't really alter the chances of getting one in any way, so I don't see how it would have an effect over the feats either way?
 

I think you should let these marginal feats stay marginal feats and not improve them.

The way I see it, feats are divided into different categories. Its not that certain feats are bull (what was that word for "things that are there to avoid so you prove you know the game), but rather as extremes of specialization.

Say you are a ranger bow specialist. Your first bow-enhancing feat is probably Weapon Focus - the Always On damage enhancer. Almost every weapon user will probably take this. After that comes some second-rank bow improvements - such as Lethal Hunter. Most rangers will eventually take this, but its got competition from other things like Skill Training and Improved Initiative. The third tier are situational abilities like Far Shot and Precise Hunter - things you can do without, but that are situationally useful and works as a part of certain builds. these compete with feats like Skill Focus and Alertness, which are also situational.

The idea here is diminishing returns. Each feat put into your bow has less effect on your performance than the preceding feat, and its up to each player to decide at what point to become more diverse instead of focusing on one thing only. In my experience, diverse characters are more fun both to play and DM, and the built-in diversity encouragement is a good thing.
 

Hm, interesting point, however, since feats dont officially have that distinction, and any feat can go in any feat slot, that means that as more and more supplements and splats come out and more of every 'type' of feat becomes available, the Always on Damage feats are simply going to push out the On Critical ones.

Because all feats actually compete with all other feats, a player would simply take whatever Big Returns feats there are in the PHB the proceed to the Big Returns feats in the Martial Power, then the ones in Forgotten Realms PHB or Dragon magazine, etc. leaving the On Criticals in the dust?

The point on diversity is well-taken though, and it should indeed be a good thing to encourage in a character.
 

In our group, when player scores critical hit that triggers one of his feats he gains one "critical point". He can spend this point to activate this feats benefit at any time until the end of gaming session (but we are coinsidering points carring on to next session). This way, both critical hits and those feats are little better.
 

Remove ads

Top