Increasing the number of feat, consequences?

Ace

Adventurer
I am about to embark on a low permanent magic item campaign using a drama point systema nd grim n gritty rules. Because there are less "item" power ups out there I wanted to let the players mess with a few extra feats expecially since right now there several hundred worthwhile and balanced feats out there

I would like to see more of them

I was thinking about doing this

Instead of getting feats at 1,3,6,9,12,15, and 18

I was going to give them at 1,3,5,7,9,11,13,15,17, and 19

This is a total of 3 extra feats, not a lot but a few extra

The problem of too early entrance into a Prestige class I was going to solve by setting the most important requirements as BAB, Spells Castable and Skills

I considered the "Feat Master" Pseudo class here

http://www.geocities.com/towerthebroken/featmaster.html

as it did't fit my balance criteria

What do you'all think?
 

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Though there are abundant 'balenced' feats, very few of these feats are balenced in lew of eachother. Especially those comming from seperately released books....

Giving a greater number of these feats risks sooner entrance into feats who, while balanced on their own become dramatically unballenced when paired, or grouped, and used in specific situations which the player will happily engineer.

Further, it will up the level of character power. However, three new feats won't make a very large differance in overall character power. Especially when spread of a larger selection of levels as you have. On the other hand it may weaken the figher as a class slightly be lowering the level of his bonus from additional feats.

This is however, dependent on the number and nature of feats that you allow in you game.
 

Increasing the feat acquisition rate will make anything which already gets bonus feats slightly less powerful. The bonus feats a fighter receives are slightly devalued by this change as are to a lesser extent the bonus feats granted to humans and wizards. Also, feats with multiple prerequisite feats (namely, whirlwind attack and shot on the run) will be easier to obtain.
 

The earlier posters have all ignore your point about the reduction in 'item power-ups' which if you consider a spell to be a Feat you are substituting one for the other but in a controlled manner (so I say do it)

However the Fighter may be adversely affected so I suggest you up the Fighters base skill points +4 and give them weapon focus for free at level 2
 

The earlier posters have all ignore your point about the reduction in 'item power-ups'

In the case where a GM is comfortable enough to make decisions like using Grim n Gritty hp, which drastically effects the power of the players, I do belive that the items are quite a minor issue....


The only thing we can do from our position is tell the effect that the change would have on the system, it is up to the GM to decide whether or not that is what he wants. As such we warned a slight increase in power, but with it split over levels it is a minor issue, and also a moderate reduction of power for those classes relying on feats as part of their power progression.


In any case with what he has already done he is probably going to have to wing CRs, and give experiance on difficulty, as such the power is a minor issue, if the GM completely controls leveling it is simply a matter of moving the players to the level HE wants them at.
 

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