Siberys
Adventurer
DESIGN GOALS
- Eliminate the huge list of feats to slog through, especially considering most feats do pretty much the same things.
- Make feats a flavor thing as opposed to an optimization deal, if possible.
- Reduce feat gain
REASONS
In prepping my house rules for a possible game this summer, I decided to try and fill out the 'feat grid' for races - make sure each race has at least one feat for each class. Sometimes, it's fun - like for my homebrew Tengu race. Other times, it's a PITA. Besides, there's already over 3000 official feats available - adding more doesn't really seem necessary. Also, I've been playing a lot of Gamma World, and the lack of feats (except at higher levels from an expansion) is a bit refreshing.
MECHANICS
2) Do not add Enhancement bonuses to defenses, damage, or attack rolls. Instead, add your level.
These are to make sure a player's numerical benefits keep pace as they are supposed to.
3) Remove almost all feats. Feats should have primarily RP or non-combat applications as a general rule.
These feats from the PH1 would make the cut, frex;
Alertness, Armor Proficiency, Divinity Feats, Durable, Escape Artist, Improved Initiative, Jack of All Trades, Long Jumper, Mounted Combat, Quick Draw, Ritual Caster, Shield Proficiency, Skill Focus, Skill Training, Sure Climber, Toughness, Weapon Proficiency; Agile Athlete, Danger Sense, Fleet-Footed, Improved Second Wind, Mettle, Secret Stride, Sieze the Moment, Uncanny Dodge; Blind-Fight, Epic Resurgence, Flanking Maneuver, Unfettered Stride; Multiclass Feats
Combat feats are heavily restricted. Expertise would be disallowed; Otherwise, attack bonuses would get out-of-hand.
4) Add feats for certain necessary combat or roleplaying effects.
Dragonmarked feats, for example, fit here. The feats as they currently exist are too strong and are mostly combat-focused. Removing all but a minor combat ability and the ritual-caster bit would make them work under this setup.
It may also be worth creating a few general combat feats to cover simple niches left by the vacuum of class or race specific feats; bonuses to forced movement or opportunity attacks, for example.
5) Restrict feat gain; specifically, halve the number of times feats are gained. This is necessary because most of the feats are not tied up in optimization, and having so few (relatively) to choose from means that choosing feats would get harder and harder as time passed.
Feats are gained at the following levels; 1, 4, 8, 11, 14, 18, 21, 24, 28
Thoughts?
- Eliminate the huge list of feats to slog through, especially considering most feats do pretty much the same things.
- Make feats a flavor thing as opposed to an optimization deal, if possible.
- Reduce feat gain
REASONS
In prepping my house rules for a possible game this summer, I decided to try and fill out the 'feat grid' for races - make sure each race has at least one feat for each class. Sometimes, it's fun - like for my homebrew Tengu race. Other times, it's a PITA. Besides, there's already over 3000 official feats available - adding more doesn't really seem necessary. Also, I've been playing a lot of Gamma World, and the lack of feats (except at higher levels from an expansion) is a bit refreshing.
MECHANICS
2) Do not add Enhancement bonuses to defenses, damage, or attack rolls. Instead, add your level.
These are to make sure a player's numerical benefits keep pace as they are supposed to.
3) Remove almost all feats. Feats should have primarily RP or non-combat applications as a general rule.
These feats from the PH1 would make the cut, frex;
Alertness, Armor Proficiency, Divinity Feats, Durable, Escape Artist, Improved Initiative, Jack of All Trades, Long Jumper, Mounted Combat, Quick Draw, Ritual Caster, Shield Proficiency, Skill Focus, Skill Training, Sure Climber, Toughness, Weapon Proficiency; Agile Athlete, Danger Sense, Fleet-Footed, Improved Second Wind, Mettle, Secret Stride, Sieze the Moment, Uncanny Dodge; Blind-Fight, Epic Resurgence, Flanking Maneuver, Unfettered Stride; Multiclass Feats
Combat feats are heavily restricted. Expertise would be disallowed; Otherwise, attack bonuses would get out-of-hand.
4) Add feats for certain necessary combat or roleplaying effects.
Dragonmarked feats, for example, fit here. The feats as they currently exist are too strong and are mostly combat-focused. Removing all but a minor combat ability and the ritual-caster bit would make them work under this setup.
It may also be worth creating a few general combat feats to cover simple niches left by the vacuum of class or race specific feats; bonuses to forced movement or opportunity attacks, for example.
5) Restrict feat gain; specifically, halve the number of times feats are gained. This is necessary because most of the feats are not tied up in optimization, and having so few (relatively) to choose from means that choosing feats would get harder and harder as time passed.
Feats are gained at the following levels; 1, 4, 8, 11, 14, 18, 21, 24, 28
Thoughts?
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