Herremann the Wise
First Post
Think of each feat like a package rather than a single ability or modifier or power. This package is meant to be representative of a feature of the character such as Toughness, Alertness of Mobility. I'm not too sure how well you know the fate system but imagine "Aspects" but a codified version of them (although I think it would be neat if you could also use them as fate aspects when appropriate); that is what I'm thinking of when I think "Feat" as in my original post.I think the feat idea is a bit clearer than point buy, but not by much.
Amd the problem with point buy uysually is putting everything into one area and nothing in other areas. Will this be balanced here?
For example, let's imagine what the "Toughness" feat could possibly look like (a really rough draft as I have not pinned down in my mind even the major features of a PC yet).
TOUGHNESS
Your tenacity and raw toughness make you difficult to stop or keep down. Your well known to be able to take a hit and still smile before exacting revenge upon your enemy.
Prerequisites: Constitution 15 and the Character must have recovered naturally on their own from a critical condition. [XP 2500]
{No idea yet what exactly a “critical” condition is but you get the idea. I have a bunch of ideas in relation to damage and healing but that is well and truly a different thread. The aim here is that the toughness feat must always be earned from in game circumstances rather than simply selected by the player. XP cost would place this feat above the initial levels).
[Constitution]
{Tag to indicate that constitution is an option and may be picked for the next ability score increase}
[10hp]
{I imagine 10hps for a single feat would be at the absolute tippy top of the hit point range}
[Fortitude +2 {Special}]
{As highlighted before, there most likely needs to be three different categories of bonus type. You would also then have the (special) bonus type which like dodge or un-named bonus types always stack with anything.}
Gutsy Recovery
Exploit: The character can initiate a second wind even when at negative hit points or with zero surges left. Initiating a second wind is a minor action for your character. {Comparatively: normally a character must be conscious or have surges left to initiate a second wind.}
Tally: Whenever during an encounter your character initiates a second wind when at negative hit points or with zero surges left, tick one of the tick boxes.
Tick boxes
Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ Δ
{I have no idea yet how many tick boxes there should be but I’ll guess at 20 to start with.}
Half: The PC gains a further 4 hps.
Complete: The PC gains one point of constitution.
{This is used for making the pre-requisites for certain feats relying on all of or half of the tick boxes being ticked. The half and complete abilities are garnered when half and all the tick boxes are completed.}
”Aspect”:
The PC chooses one of the following:
- Tough as nails
- Scarred Intimidator
This aspect can be initiated during a critical point during a social encounter (with the effect being a bonus or penalty). If particularly successful or disastrous, the DM may direct the player to tick one of their PC's toughness tick boxes.
Rough as guts but hopefully this works as an example of how I'm viewing a feat as a collection or suite of abilities. It is meant to represent a key feature of the character.
Best Regards
Herremann the Wise