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Purchasing feats?
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<blockquote data-quote="Li Shenron" data-source="post: 1327392" data-attributes="member: 1465"><p>If there is a magic item that replicates the feat, why would you want to have the feat instead? Only because the feat cannot be lost? I wouldn't care, it's part of the game, players still play Wizards even if the spellbook can be lost and it means a mostly useless Wizard afterwards. On the bright side, a magic item can be shared with other characters, and it can be sold if you later believe you don't need it anymore, so there's even some good in lacking permanency.</p><p></p><p>Otherwise if you want a feat which cannot be granted by any existing magic item, in general I am not against the idea of "buying" it through training. I would stay away from it however just because the process of pricing it is going to be painful.</p><p></p><p>There is something else. I am sure that everyone here has the idea that to train to get a feat would probably take a week or a month at most. Some DM roleplay training when the PCs level up, and they give the PC some downtime to represent the fact he has exercised in something to get a feat. I think the idea behind characters improvement is very different. A PC doesn't suddenly stop adventuring and say "I'll go training for a month, so that when I come back I'll be more skillful"; becoming more skillful (getting BAB, skills, feats, spells...) is the result of adventuring, and training happens at the same time. You see the result of your improvement only when you level up - but this is part of the abstraction of the game - and the player choose a new feat when the PC reaches the level, but to the character it has taken 3 FULL LEVELS OF TIME to achieve that improvement. That's how much time is required to get a feat: what we need here is some house rule for intensive training, but I don't think I would base it on time, but instead on level-time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1327392, member: 1465"] If there is a magic item that replicates the feat, why would you want to have the feat instead? Only because the feat cannot be lost? I wouldn't care, it's part of the game, players still play Wizards even if the spellbook can be lost and it means a mostly useless Wizard afterwards. On the bright side, a magic item can be shared with other characters, and it can be sold if you later believe you don't need it anymore, so there's even some good in lacking permanency. Otherwise if you want a feat which cannot be granted by any existing magic item, in general I am not against the idea of "buying" it through training. I would stay away from it however just because the process of pricing it is going to be painful. There is something else. I am sure that everyone here has the idea that to train to get a feat would probably take a week or a month at most. Some DM roleplay training when the PCs level up, and they give the PC some downtime to represent the fact he has exercised in something to get a feat. I think the idea behind characters improvement is very different. A PC doesn't suddenly stop adventuring and say "I'll go training for a month, so that when I come back I'll be more skillful"; becoming more skillful (getting BAB, skills, feats, spells...) is the result of adventuring, and training happens at the same time. You see the result of your improvement only when you level up - but this is part of the abstraction of the game - and the player choose a new feat when the PC reaches the level, but to the character it has taken 3 FULL LEVELS OF TIME to achieve that improvement. That's how much time is required to get a feat: what we need here is some house rule for intensive training, but I don't think I would base it on time, but instead on level-time. [/QUOTE]
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