Purchasing Feats With XP

airwalkrr

Adventurer
I have heard of such systems like this one before, but I have often wondered whether they work well. First of all, I cannot imagine using this system without using the Level-Independent XP Awards from Unearthed Arcana because the XP system is self-correcting to the point where you will earn the XP back anyway. But assuming you use a level-independent XP system, how do you think it would work if, instead of giving feats at 1st, 3rd, 6th, etc., you awarded feats by charging experience points. Using the system from Unearthed Arcana, I could simulate it this way.

1st feat: 100 XP (normally earned at 1st level)
2nd feat: 300 XP (normally earned at 3rd level)
3rd feat: 800 XP (normally earned at 6th level)
4th feat: 2,400 XP (normally earned at 9th level)
5th feat: 6,000 XP (normally earned at 12th level)
6th feat: 20,000 XP (normally earned at 15th level)
7th feat: 50,000 XP (normally earned at 18th level)

And so on. Basically, it costs 10% of the XP it would normally cost to advance to the next level if you were gaining the feat normally. Under this system you could get more feats, but it would cost you a lot of XP. For example, 6,000 XP is 25% of the amount a 9th level character needs to level, so that would be a significant cost. But it has added flexibility for those PCs who do not see a need for more feats or those who want a few more than normal. What do you think?
 

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I am against this sort of system, because it throws off the 'power level' of a character with a given 'experience level'. That is, a 5th level character that has not purchased any feats will be significantly different than a 5th level character that has purchased several feats.

Later
silver
 

I like to give them thier normal feats, then allow a minor amounts of feats to buy, i havent found a system thats quite perfect yet however.

You dont want to allow too many either, Warriors get enough feats its not gonna be gamebreaking if they get too many more, they are gonna take the ones they want in thier path that'll make them what they want to be anyways, it just gives them a little option to deviate when they need too.

Giving a rogue the opportunity to learn a half dozen feats early on is a big issue

Even a mage.

I think each class would perhaps require its own prices for feats. Or charge one heckuva lot of experience

Right now i do it so you can train, but it costs you half as much experience as you need to level, and an equal amount of gold *how much you should gain to level*

This makes it almost unnapealing, unless of course, you sit at level 1 and learn a bunch of feats

so perhaps make a limit of 1/level, or 1/2 level?

there would need to be a lot more thought into it than this, but i agree with you

someone who spends thier time learning skills and manouvers should be able to get feats

Just like i think someone who spends all thier time crafting shouldnt have to be a high level class to be able to have a great craft score. (im also trying to devise a "training" professions and class skills system too.
 

Michael Silverbane said:
I am against this sort of system, because it throws off the 'power level' of a character with a given 'experience level'. That is, a 5th level character that has not purchased any feats will be significantly different than a 5th level character that has purchased several feats.

Later
silver

True, but note how I said this would only really worked with a level-independent XP award system. The fact that a 5th level character with no feats is less powerful than the one with several feats is accounted for by the fact that he is probably much closer to 6th level, if not a level ahead already.
 

airwalkrr said:
True, but note how I said this would only really worked with a level-independent XP award system. The fact that a 5th level character with no feats is less powerful than the one with several feats is accounted for by the fact that he is probably much closer to 6th level, if not a level ahead already.
Also true. It's the same with magic itens: almost everyone in this forum accounts for the fact that high level character can afford powerfull magic gear and are therefore a bit more powerfull than plain, out-of-the-book, naked, high level characters. It's one thing to have 15th level wizard, and another to have a 15th level wizard with a bank account. Is there a rule somewhere that helps you determine the effective character level for said wizard? When someone asks 'what's the level of your character?', do you answer with '15, plus 3 scrolls of meteor swarm'?

I guess buying feats falls under the same category. True, most magic items can be used up, broken or stolen, while feats cannot. But you paid XP for them, so I guess it should even things out. Wether airwalkrr's math is correct or broken, though, I have no idea :\
 

I'd vote for a total point-buy system. Going half way might be viable, but the DM will have to be aware of min-maxing of XP. For example, the characters have earned 11,600 XP, making them 5th level. A player decides to incorporate XP to buy abilities, etc. He can spend up to 1,600 XP improving his character. While this may put him up to 1,600 XP behind the others, this nudge may not seem to be too much, but may tip the balance to accelerate a key feature of the character.

mxpb.wikispaces.com
 




I'd allow an "Inherent" feat to be bought via a wish (just one).

I also just granted a bonus "save the world" feat to everyone at 16th level... it's the gods' way of paying the PCs back. :)

Cheers, -- N
 

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