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Rebalancing Feats - input appreciated
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<blockquote data-quote="JValeur" data-source="post: 6725733" data-attributes="member: 6795723"><p>I've attempted to rebalance the feats in the Player's Handbook. Some of them were too strong, some too weak, and others inappropriately interpreted. I've tried to keep the changes as simple as possible, as to not complicate the rules more than possible. I've included notes under each feat and written a rating (after my change) that I think is appropriate - bear in mind, though, that some feats are situational (ie. worthless in some builds, key in others). I think this is a start in rebalancing the feats - but there's still some lacking. Any input and suggestions are appreciated.</p><p></p><p>Complete feats PDF attached. </p><p>[ATTACH]71087[/ATTACH]</p><p><strong></strong></p><p><strong>CHANGELOG- VERSION 1.0 - <span style="color: #0000ff">Blue is correction - </span><span style="color: #008000">Green is improvement - </span><span style="color: #ff0000">Red is nerfed</span></strong></p><p></p><p><strong>Alert</strong></p><p><strong></strong>No changes. Already decently strong.</p><p> </p><p><strong><span style="color: #008000">Athlete</span></strong></p><p><strong><span style="color: #008000"></span></strong><span style="color: #008000">Added advantage against exhaustion caused by strenous activity, because this needed some improvement, </span></p><p></p><p><strong>Actor</strong></p><p><strong></strong>No changes. Still weak, I feel. Input appreciated.</p><p> </p><p><span style="color: #008000"><strong>Charger</strong></span></p><p><span style="color: #008000"><strong></strong></span><span style="color: #008000">Added scaling damage to the attack, or knock prone to the shove. Feels this makes this feat more worthwhile.</span></p><p></p><p><span style="color: #0000ff"><strong>Crossbow Expert </strong></span></p><p><span style="color: #0000ff">Added 'made with a crossbow' to second feature, to avoid abuse (applying it to spell attacks or other ranged attacks).</span></p><p></p><p><span style="color: #008000"><strong>Defensive Duelist</strong></span></p><p><span style="color: #008000">Added a riposte attack, if the bonus causes your foe to miss you. This makes the feat more worthwhile, in my opinion.</span></p><p></p><p><span style="color: #008000"><strong>Dual Wielder</strong></span></p><p><span style="color: #008000"></span><span style="color: #008000">You now make your off-hand attack as a part of your attack action. You are still limited to one off-hand attack per round (unless you use Action surge, in which case you can now make two). This makes TWF more viable at higher levels (which it needed), and even better for a rogue (possibly an issue). </span></p><p> </p><p><strong>Dungeon Delver</strong></p><p><strong></strong>No change, already strong.</p><p> </p><p><span style="color: #008000"><strong>Durable</strong></span></p><p><span style="color: #008000">Added advantage on death saving throws. Still weakish, but this brings it up a nudge.</span></p><p> </p><p><span style="color: #008000"><strong>Elemental Adept</strong></span></p><p><span style="color: #008000">Added a reactionary damage resistance. I hate doing this, because I think that the way 5E is doing it (vulnerability/resistance) is really good, and this adds unnecessary complexity. But straight resistance is too strong, I think.</span></p><p> </p><p><span style="color: #0000ff"><strong>Grappler</strong></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff">Second feature removed as per the errata, but added an opportunity to grapple larger foes at a disadvantage. This makes the feat worth a grab, for the dedicated grappler.</span></p><p></p><p><span style="color: #ff0000"><strong>Great Weapon Master</strong></span></p><p><span style="color: #ff0000">Changed -5/+10 to -3/+6. This reigns in the feats power level slightly, while not completely devaluing it. I feel this is a needed balancing act.</span></p><p> </p><p><strong>Healer</strong></p><p><strong></strong>No changes, but could use a buff, I think. Input appreciated.</p><p></p><p><strong>Heavily Armored</strong></p><p>No changes, but could use a buff, I think. Input appreciated.</p><p></p><p><strong>Heavy Armor Master</strong></p><p>No changes, already strong.</p><p> </p><p><strong>Inspiring Leader</strong></p><p>No changes, already strong.</p><p> </p><p><span style="color: #008000"><strong>Keen Mind</strong></span></p><p><span style="color: #008000">Added advantage on Intelligence (Investigation) checks that require attention to detail. Slight improvement, but probably still a weak feat.</span></p><p></p><p><strong>Lightly Armored</strong></p><p>No changes, but still kinda weak.</p><p> </p><p><strong><span style="color: #008000">Linguist</span></strong></p><p><strong></strong><span style="color: #008000">Added advantage on Insight checks to understand unknown languages. Still kinda weak though.</span></p><p> </p><p><strong>Lucky</strong></p><p>No changes, already really good.</p><p> </p><p><strong>Mage Slayer</strong></p><p>No changes, decent for a specific build, I think.</p><p> </p><p><strong>Magic Initiate</strong></p><p><strong></strong>No changes, already strong.</p><p> </p><p><span style="color: #008000"><strong>Martial Adept</strong></span></p><p><span style="color: #008000"><strong></strong>Increased the number of dice from 1 to 2, to make this more worthwhile. </span></p><p> </p><p><strong>Medium Armor Master</strong></p><p>No changes, already decent.</p><p> </p><p><strong>Mobile</strong></p><p>No changes, already decent.</p><p> </p><p><strong>Moderately Armored</strong></p><p><strong></strong>No changes, but still kinda weak. Input appreciated.</p><p> </p><p><strong>Mounted Combatant</strong></p><p><strong></strong>No changes, situational but good.</p><p> </p><p><strong>Observant</strong></p><p>No changes, already good.</p><p> </p><p><span style="color: #0000ff"><strong>Polearm Master</strong></span></p><p><span style="color: #0000ff">Now includes spears as well (because if you include quarterstaves, you really should include spears!) Also fixed in accordance with Crawford ruling, to only allow OA's from the polearm.</span></p><p> </p><p><strong>Resilient</strong></p><p>No changes, already strong.</p><p></p><p><strong>Ritual Caster</strong></p><p><strong></strong>No changes, already strong.</p><p> </p><p><span style="color: #008000"><strong>Savage Attacker</strong></span></p><p><span style="color: #008000"><strong></strong></span><span style="color: #008000">Added a Strength bonus. This makes the feat more par for the course.</span></p><p> </p><p><span style="color: #ff0000"><strong>Sentinel</strong></span></p><p><span style="color: #ff0000"><em>Added check if the creature is larger than you. Please, no more stopping dragons with ease.</em></span></p><p></p><p><span style="color: #ff0000"><strong>Sharpshooter</strong></span></p><p><span style="color: #ff0000">Changed -5/+10 to -3/+6 proficiency. Same reasoning as GWM.</span></p><p> </p><p><strong>Shield Master</strong><em></em></p><p><em>No changes, already decent.</em></p><p></p><p><span style="color: #008000"><strong>Skilled</strong></span></p><p><span style="color: #008000">Changed a lot. You now get a bonus to an ability score, and proficiency/expertise in a single skill, instead of proficiency in three skills. I feel that people would very rarely feel the need for 3 proficiencies, so this feat gets overlooked because people feel parts of it is a waste ("eh.. I want stealth, and I guess I'll take acrobatics and.. uh.. Persuasion too.."). This way, I think it's less wasteful.</span></p><p> </p><p><strong>Skulker</strong></p><p><strong></strong>No changes, already good.</p><p></p><p><strong>Spell Sniper</strong></p><p>No changes, already decent.</p><p></p><p><strong>Tavern Brawl</strong></p><p><strong></strong>No changes, good for the dedicated grappler, if not much else.</p><p></p><p><strong>Tough</strong></p><p>No changes, already strong.</p><p> </p><p><strong>War Caster</strong></p><p><strong></strong>No changes, already decent.</p><p> </p><p><strong><span style="color: #008000">Weapons Master</span></strong></p><p><strong><span style="color: #008000"></span></strong><span style="color: #008000">Increased to all martial weapons, because this feature needs less restrictions, not more. In an ideal world, I think this should be combined with the armor feats in a way that would make them more useful. I'll think on it.</span></p></blockquote><p></p>
[QUOTE="JValeur, post: 6725733, member: 6795723"] I've attempted to rebalance the feats in the Player's Handbook. Some of them were too strong, some too weak, and others inappropriately interpreted. I've tried to keep the changes as simple as possible, as to not complicate the rules more than possible. I've included notes under each feat and written a rating (after my change) that I think is appropriate - bear in mind, though, that some feats are situational (ie. worthless in some builds, key in others). I think this is a start in rebalancing the feats - but there's still some lacking. Any input and suggestions are appreciated. Complete feats PDF attached. [ATTACH=CONFIG]71087._xfImport[/ATTACH] [B] CHANGELOG- VERSION 1.0 - [COLOR=#0000ff]Blue is correction - [/COLOR][COLOR=#008000]Green is improvement - [/COLOR][COLOR=#ff0000]Red is nerfed[/COLOR][/B] [B]Alert [/B]No changes. Already decently strong. [B][COLOR=#008000]Athlete [/COLOR][/B][COLOR=#008000]Added advantage against exhaustion caused by strenous activity, because this needed some improvement, [/COLOR] [B]Actor [/B]No changes. Still weak, I feel. Input appreciated. [COLOR=#008000][B]Charger [/B][/COLOR][COLOR=#008000]Added scaling damage to the attack, or knock prone to the shove. Feels this makes this feat more worthwhile.[/COLOR] [COLOR=#0000ff][B]Crossbow Expert [/B] Added 'made with a crossbow' to second feature, to avoid abuse (applying it to spell attacks or other ranged attacks).[/COLOR] [COLOR=#008000][B]Defensive Duelist[/B] Added a riposte attack, if the bonus causes your foe to miss you. This makes the feat more worthwhile, in my opinion.[/COLOR] [COLOR=#008000][B]Dual Wielder[/B] [/COLOR][COLOR=#008000]You now make your off-hand attack as a part of your attack action. You are still limited to one off-hand attack per round (unless you use Action surge, in which case you can now make two). This makes TWF more viable at higher levels (which it needed), and even better for a rogue (possibly an issue). [/COLOR] [B]Dungeon Delver [/B]No change, already strong. [COLOR=#008000][B]Durable[/B] Added advantage on death saving throws. Still weakish, but this brings it up a nudge.[/COLOR] [COLOR=#008000][B]Elemental Adept[/B][/COLOR] [COLOR=#008000]Added a reactionary damage resistance. I hate doing this, because I think that the way 5E is doing it (vulnerability/resistance) is really good, and this adds unnecessary complexity. But straight resistance is too strong, I think.[/COLOR] [COLOR=#0000ff][B]Grappler[/B] [/COLOR][COLOR=#0000ff]Second feature removed as per the errata, but added an opportunity to grapple larger foes at a disadvantage. This makes the feat worth a grab, for the dedicated grappler.[/COLOR] [COLOR=#ff0000][B]Great Weapon Master[/B][/COLOR] [COLOR=#ff0000]Changed -5/+10 to -3/+6. This reigns in the feats power level slightly, while not completely devaluing it. I feel this is a needed balancing act.[/COLOR] [B]Healer [/B]No changes, but could use a buff, I think. Input appreciated. [B]Heavily Armored[/B] No changes, but could use a buff, I think. Input appreciated. [B]Heavy Armor Master[/B] No changes, already strong. [B]Inspiring Leader[/B] No changes, already strong. [COLOR=#008000][B]Keen Mind[/B] Added advantage on Intelligence (Investigation) checks that require attention to detail. Slight improvement, but probably still a weak feat.[/COLOR] [B]Lightly Armored[/B] No changes, but still kinda weak. [B][COLOR=#008000]Linguist[/COLOR] [/B][COLOR=#008000]Added advantage on Insight checks to understand unknown languages. Still kinda weak though.[/COLOR] [B]Lucky[/B] No changes, already really good. [B]Mage Slayer[/B] No changes, decent for a specific build, I think. [B]Magic Initiate [/B]No changes, already strong. [COLOR=#008000][B]Martial Adept [/B]Increased the number of dice from 1 to 2, to make this more worthwhile. [/COLOR] [B]Medium Armor Master[/B] No changes, already decent. [B]Mobile[/B] No changes, already decent. [B]Moderately Armored [/B]No changes, but still kinda weak. Input appreciated. [B]Mounted Combatant [/B]No changes, situational but good. [B]Observant[/B] No changes, already good. [COLOR=#0000ff][B]Polearm Master[/B][/COLOR] [COLOR=#0000ff]Now includes spears as well (because if you include quarterstaves, you really should include spears!) Also fixed in accordance with Crawford ruling, to only allow OA's from the polearm.[/COLOR] [B]Resilient[/B] No changes, already strong. [B]Ritual Caster [/B]No changes, already strong. [COLOR=#008000][B]Savage Attacker [/B][/COLOR][COLOR=#008000]Added a Strength bonus. This makes the feat more par for the course.[/COLOR] [COLOR=#ff0000][B]Sentinel[/B] [I]Added check if the creature is larger than you. Please, no more stopping dragons with ease.[/I][/COLOR] [COLOR=#ff0000][B]Sharpshooter[/B] Changed -5/+10 to -3/+6 proficiency. Same reasoning as GWM.[/COLOR] [B]Shield Master[/B][I] No changes, already decent.[/I] [COLOR=#008000][B]Skilled[/B] Changed a lot. You now get a bonus to an ability score, and proficiency/expertise in a single skill, instead of proficiency in three skills. I feel that people would very rarely feel the need for 3 proficiencies, so this feat gets overlooked because people feel parts of it is a waste ("eh.. I want stealth, and I guess I'll take acrobatics and.. uh.. Persuasion too.."). This way, I think it's less wasteful.[/COLOR] [B]Skulker [/B]No changes, already good. [B]Spell Sniper[/B] No changes, already decent. [B]Tavern Brawl [/B]No changes, good for the dedicated grappler, if not much else. [B]Tough[/B] No changes, already strong. [B]War Caster [/B]No changes, already decent. [B][COLOR=#008000]Weapons Master [/COLOR][/B][COLOR=#008000]Increased to all martial weapons, because this feature needs less restrictions, not more. In an ideal world, I think this should be combined with the armor feats in a way that would make them more useful. I'll think on it.[/COLOR] [/QUOTE]
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