• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

House ruling-giving feats an organization prereq

fba827

Adventurer
I'm toying with an idea, just tossing it out there in case there is some factor I'm overlooking....


What if I allowed feats but I gave each feat the requirement of being a member of an in world organization as well as a certain renown level within the organization?


This assumes of course that I'm using organizations and renown optional rules which I am

Example something like the sentinel feat might have a prereq "knights of the sacred order, renown 2or captains guards renown 1" while magic initiate would be something like "wizards tower renown 1 or any church renown 1"

The purpose being to make feats be the special things you learn by being part of different organizations. The downside I can see off hand is needing a good break down of organizations from the get go and assigning feats and required renown levels...so a good chunk of advance work needed

My group leans heavily towards story side of gaming so we like things that bring story based decisions for a character, in this case it would be whether or not allying self with an organization, into tangible effects on the game, in this case opening options for specialization so.

Anyway, thoughts? Something I might be overlooking and should keep in mind?

Thanks in advance!
 

log in or register to remove this ad

I'm intrigued by this concept. Nothing stands out to me about this breaking anything. It's a nifty way to explain how a character learned their off-class abilities.
 

Into the Woods

Remove ads

Top