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Houseruling weak feats
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<blockquote data-quote="Griffith Dragonlake" data-source="post: 3906071" data-attributes="member: 40379"><p><strong>Weapon Specialisation:</strong> Available to anyone who has weapon focus and BAB +4, not just fighters.</p><p></p><p><strong>Greater Weapon Specialisation:</strong> Available to anyone who has weapon focus, weapon specialisation, greater weapon focus, and BAB +12, not just fighters.</p><p></p><p><strong>Weapon Finesse: </strong> Everyone has this feat for free because I believe that Dex should always modify the attack bonus of light melee weapons.</p><p></p><p>The following metamagic feats are granted to all spellcasters: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell, and Widen Spell. To the best of my knowledge, this was first housereuled by Sean K. Reynolds based on his argument that these feats already carry a cost in terms of higher level spell slots. Making a spellcaster spend feats to gain these means paying for them twice.</p><p></p><p>The following metamagic feats are banned: Silent Spell and Still Spell. Because I believe that all spellcasting should be loud with dramatic gestures.</p><p></p><p><strong>Power Attack</strong>: The +2 damage bonus for large weapons only apply to large mass armes, e.g. Orc double axe, dire flail, heavy flail, glaive, guisarme, halberd, quarterstaff, scythe, and Dwarven war axe (if used 2-handed). All other two-handed weapons gain +1½ damage bonus. One-handed mass armes, e.g. axe, flail, hammer, mace, and club also gain +1½ damage bonus. This is because I believe that weapons with a high centre of gravity benefit from a power attack moreso than weapons with a lower centre of gravity.</p><p></p><p><strong>Combat Expertise</strong>: is based on Dexterity rather than Intelligence. This is because I believe that rogues, swashbucklers, and other Dex-based combatants are better at defensive fighting than other combatants. I just can't visualize the highly intelligent combatant. Also, I allow fighters the option of swapping out heavy armour proficiency for combat expertise at 1st level — This is what Sean K. Reynolds did in The New Argonauts since heavy armour didn't exist in Mythic Greece.</p><p></p><p><strong>Dodge:</strong> The AC bonus applies to all melee opponents, not just one.</p><p></p><p><strong>Eschew Materials:</strong> Sorcerers gain this feat for free instead of summon familiar.</p><p></p><p><strong>Leadership:</strong> This feat is available at 2nd level instead of 6th. In small games (3 players or less), I grant this feat to all characters for free.</p><p></p><p><strong>Toughness:</strong> This feat grants +1 hp per level instead of a flat +3 hp. This is how it works in the CRPG Neverwinter Nights.</p></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 3906071, member: 40379"] [B]Weapon Specialisation:[/B] Available to anyone who has weapon focus and BAB +4, not just fighters. [B]Greater Weapon Specialisation:[/B] Available to anyone who has weapon focus, weapon specialisation, greater weapon focus, and BAB +12, not just fighters. [B]Weapon Finesse: [/B] Everyone has this feat for free because I believe that Dex should always modify the attack bonus of light melee weapons. The following metamagic feats are granted to all spellcasters: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell, and Widen Spell. To the best of my knowledge, this was first housereuled by Sean K. Reynolds based on his argument that these feats already carry a cost in terms of higher level spell slots. Making a spellcaster spend feats to gain these means paying for them twice. The following metamagic feats are banned: Silent Spell and Still Spell. Because I believe that all spellcasting should be loud with dramatic gestures. [B]Power Attack[/B]: The +2 damage bonus for large weapons only apply to large mass armes, e.g. Orc double axe, dire flail, heavy flail, glaive, guisarme, halberd, quarterstaff, scythe, and Dwarven war axe (if used 2-handed). All other two-handed weapons gain +1½ damage bonus. One-handed mass armes, e.g. axe, flail, hammer, mace, and club also gain +1½ damage bonus. This is because I believe that weapons with a high centre of gravity benefit from a power attack moreso than weapons with a lower centre of gravity. [B]Combat Expertise[/B]: is based on Dexterity rather than Intelligence. This is because I believe that rogues, swashbucklers, and other Dex-based combatants are better at defensive fighting than other combatants. I just can't visualize the highly intelligent combatant. Also, I allow fighters the option of swapping out heavy armour proficiency for combat expertise at 1st level — This is what Sean K. Reynolds did in The New Argonauts since heavy armour didn't exist in Mythic Greece. [B]Dodge:[/B] The AC bonus applies to all melee opponents, not just one. [B]Eschew Materials:[/B] Sorcerers gain this feat for free instead of summon familiar. [B]Leadership:[/B] This feat is available at 2nd level instead of 6th. In small games (3 players or less), I grant this feat to all characters for free. [B]Toughness:[/B] This feat grants +1 hp per level instead of a flat +3 hp. This is how it works in the CRPG Neverwinter Nights. [/QUOTE]
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