Our campaing house rules, balanced?

Thank you all for advice and opinions, and more is naturally welcome.

I am most conserned wheter the change will hurt fighter or not. As there will be only one "real" bonus feat, I don't think that fighter would lose too much.

Flavour Feats
As I mentioned, those feats that players will receive at levels 5, 7 and 11 (all "empty" levels for normal feats and ability increases) are selected from a very limited list. Feats on that list were suppoused to be usable as "flavour" feats, giving players something more to choose when they level up (there isn't plenty of options when you just note down increased BAB and spend 2 skill points on level up) (we game about once in a mont so level up is needs to be important as it can take two monts between level ups). While it is fun to have more to choose and take, as a player, I understand that 3 extra combat feats could seriously damage the balance, and fun, in game. I'm not trying to say, that my idea is abuse-proof, but I'm still hoping that it could increase mechanical differences between characters.

For Derrick Reeves, thanks for comment now I know that those feats were on right power level. They were suppoused to be on lower end of the power scale. How many characters you know that has taken Skill Focus, except to qualify for a Prc?

PrC
No player would be allowed to take an PrC sooner that it could have been possible with mechanical requirements. The thing that disturbs me about mechanical requirements is that it's practically necessary to devote most of your feats (and possibly skill points as well) to be able to qualify, escpecially if campaigns normally last from 5th to 13th or 16th level. Even if that can be seen realistic, I don't like it, because it makes character who is developed "on the fly", each level selected on basis of recent events, too much weaker that character that follows his predeterminated path. I have nothing against preparation and planning, but I want to give spontaneity a change.
 

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As you point out, these feats are for lesser value / weaker end of the scale, and to encourage role playing not increasing power. What if you assign these to the players based on their adventures as they go up to the desired level?

1) player X had a highpoint in the campaign when he had to muscle the portcullis closed before it the orc army reached the party. Give him a feat (or feat like ability) relevant to that +1 or +2 to strength rolls (not damage or hit, nor increase in encumbrance)
2) player Y amazed the other players with his fast quips and quick thinking, convinced the orc shaman that you are the agents of his god, sent to test the chieftain - and to free you from the jail cells. Give him silver-tongue (+3 to bluff)
3) player Z had amazingly luck, all bad – he failed every poison save, all 4 poisons, both parts of the save. It's a miracle he survived (took minimum damage each time). Give him +2 to all fortitude saves or +3 saves against poison.

I suggest this because
1) it reinforces the high points in your game (how did you get +3 to all riding rolls?)
2) prevents abuse
3) since it is a bonus on top of normal progression, the players shouldn't mind being given unique bonuses (instead of choosing them)
 



And favored class does not define what class the majority of the race possesses. It simply states which class is easiest for them to learn, therefore suffering no penalty while learning it and another class.

A village full of halfling commoners is a billion times more likely than a village full of halfling rogues. However, if any of those halflings are multiclasses, then rogue is a very likely possibility for one of those classes.
 

Beholder Bob said:
great ideas
If more DM's did this, there'd be less reason for WotC to exist, since the players would be happier, not having to look everywhere for something that makes their characters more powerful and more fun to play.

I'm serious - your approach is THAT good.
 
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Staffan said:

Since when does rogue equal thief?

Well, it doesn't necessarily, but when was the last time you saw a rogue that didn't have ranks in open locks? So, if everyone in a halfling village isn't stealing from each other, they're at least picking open each other's locks. Gotta learn that skill somewhere.

My point is, favored classes enforce stereotypes, which is not a good thing.
 

die_kluge said:

My point is, favored classes enforce stereotypes, which is not a good thing.

But the thing is, favored classes don't enforce anything. If you're a single class character, they're completely irrelevant. Even if you take a prestige class they're irrelevant. Even if you multiclass they are often irrelevant. Given that they don't enforce anything, I see them as flavor.
 

die_kluge said:


Well, it doesn't necessarily, but when was the last time you saw a rogue that didn't have ranks in open locks? So, if everyone in a halfling village isn't stealing from each other, they're at least picking open each other's locks. Gotta learn that skill somewhere.

My point is, favored classes enforce stereotypes, which is not a good thing.

I play a seventh level halfling rogue, who can neither Open Locks NOR Pick Pockets!

Really, there's no saying you HAVE TO have ranks in open lock or pick pocket, there are plenty of skills to choose from! Stop putting my rogue in a booth!
 

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