Removing ASIs


log in or register to remove this ad

For what you are wanting to do, why don't you just keep the feats at level 4, 8, 12, etc.. like normal and separate the ASIs to every 6 levels so characters would only get three increases their entire career from 1-20.


Or just nerf the increase to +1 instead of +2. This would actually encourage the half feats that grant +1.
 

Wouldn't it just be easier to hand out some bonus flavorful feats as rewards (particularly for good RP) rather than trying to re-do the entire mathematical side of the game? ASI aren't just for math. It's a form of progress that's tangible for the players. It's cool that your warrior actually has worked his way to be as strong as a giant through his epic combats. It gives the players more than a class level to show their progress. Their skill checks get easier. Their saves improve. They can do more all around. Which is advancement on a smaller scale. Besides, taking half of this bonus or adding part of that bonus gets cumbersome as you go. Just make a list of fun feats that be earned as bonus feats and go from there. Maybe even consider giving out one of those bonus feats at the level they get an ASI. Reworking the entire system just to cap stats so someone can take Linguist just doesn't make a whole lot of sense. Those flavorful feats aren't game breaking. So just give them as a bonus and call it a day. This approach is kind of like rebuilding the house to fix a leaky faucet.
 

[MENTION=6780961]Yunru[/MENTION], you might be interested in checking out the last thread on this topic for further insights.

When I eventually did start a campaign with this house-rule, I did so with an expanded list of feats (many of which were half-feats) that were intended to offer a much greater breadth of options (as well as fixing a few issues I had with some player's handbook feats). If you are interested, I could probably dig that document up.

Unfortunately, I can't really give a play report on how it all worked; Real Life caused the game to fold before level 4.
 

[MENTION=6780961]Yunru[/MENTION], you might be interested in checking out the last thread on this topic for further insights.

When I eventually did start a campaign with this house-rule, I did so with an expanded list of feats (many of which were half-feats) that were intended to offer a much greater breadth of options (as well as fixing a few issues I had with some player's handbook feats). If you are interested, I could probably dig that document up.

Unfortunately, I can't really give a play report on how it all worked; Real Life caused the game to fold before level 4.

So, I found that expanded list of feats and gave it another revision. In addition to a few original feats, this list includes all of the PHB feats--some unchanged, some reworded for clarity, and some significantly changed or combined. If anyone is interested in my design choices, I'd be happy to explain. Mainly, I wanted to provide a relatively balanced variety of +1 stat boosts, especially since the PHB feats skew heavily toward Dex and Str boosts.
 

Attachments


If I were to do this, I would couple it with an extension of the point buy system:

8 --> 0 points
9 --> 1 point
10 --> 2 points
11 --> 3 points
12 --> 4 points
13 --> 5 points
14 --> 7 points
15 --> 9 points
16 --> 12 points
17 --> 16 points
18 --> 21 points

Thus, PCs can reach 20, but the price is very steep and you have to take a race with +2 to that stat. As for the half-stat feats, I would probably go with the "two half-stat feats without stat mods" option.
 

Why not keep both? You're jacking up the power level of the PCs, but you no longer have the headache of having to balance the game for characters without access to ASIs and all the knock-on effects created by removing those. If you boost the toughness of your encounters, you shouldn't see any nasty side effects (that I can think of at least).
 

The one thing I dislike about ASIs versus Feats is that they make high-level characters attributes way too similar; STR-based characters all wind up the strongest person in the world, DEX-based characters all wind up the most agile person in the world, etc. It's rather annoying and silly.
 


Also, if you want to give more power to the players, you can add extra feat choice at lvl1,5,11,17. But they must take feats. If they want a "half feat" they must take two of those in a package.
 

Remove ads

Top