Speed Feats

Eltern

First Post
A feat that increases your base speed. Sounds simple, but I'm wondering about balance. Malhavoc has one that gives you a +10 to speed, straight up. However, WotC seems loathe to grant such a feat, and instead their only version is +5, when wearing light or no armour. What think you? Seems to me that a simple +10 is good for a feat, while +5 when only wearing light or no armour is weak.

Oh, and should it be stackable? Probably not, but if someone wants to blow that many feats to move fast ::shrug::
(Trying to make the fastest sucker in the whole friggin' world, fyi :D)

Thanks!
Eltern
 

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Because increased base speed is very, very powerful. There is a reason that haste and fly are two of the best spells in the game. Yes, even under 3.5.

I do agree that Dash (the +5 ft. feat) is lame. But even the Celerity domain only enhances your speed when you're not in med/heavy armor or carrying a med/heavy load. So that seems to be the WotC party line on that issue.
 

I could see +10 with restrictions and +5 all of the time (even for the same feat, +10 when you are in light or no armor, and +5 else).

I do agree though, +5 ft for a feat (especially if it has restrictions) is way up there in power with toughness and dodge ;/ From that lofty perch how could we possibly think to make the feat a little better? ;)
 


The balancing factor for feats is often their prerequisites.

Speedy [General]
Prerequisites: Lightning Reflexes, Run, Dex 13+
Effect: The character gains a +10 circumstance bonus to their base movement rate.
 

I like the Kalamar Sprint feat better... essentially only +10 base speed in combat situations.

+5 seems lame to me as well... I'd rather have seen the Run feat with an additional +5ft.
 

+10' base speed is not all that powerful

Joshua Randall said:
Because increased base speed is very, very powerful.

No. Otherwise Boots of Striding and Springing would cost much more (they are only 5,500gp and give +10' move and +5 to Jump). Monks and Barbarians also get +10' move early on.

[Fly is powerful because it gets you out of melee range. Haste 3.5E is powerful because you get an extra attack. Getting an extra move action is also very useful - e.g. to get a full attack in after moving. However, +10' movement does not give these benefits.]

+10' move as a feat seems quite reasonable. If you want to limit it, make it so it doesn't stack (i.e. make it a +10' enhancement bonus), and maybe limit it to light/medium armor.

Nobody has yelled loudly about it being overpowered in Arcana Unearthed, and it isn't overpowered.
 
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AU has a higher power level, that's why.

Higher movement rate in the few not-underground battles means: Get some archers and you'll win.

Higher movement rate in melee battles means: The guy with the higher movement attacks first (prolly with a charge). The slow guy might set a spear... and duck the missiles. Yet, he's at a disadvantage.
 

+10' for a feat sounds fine to me. Haste is powerful because it gives +30', _and_ an extra attack, and various bonuses. Fly is powerful because it lets you, well, fly.
 


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