Using Some d20 Modern feats in D&D

I've not had any problem with using Heroic Surge in D&D. There is a dearth of Martial Arts feats in D&D, probably because they presume all unarmed combat experts are monks, after all. I've wondered if Combat Martial Arts would be broken in D&D as a replacement for Improved Unarmed Strike, since Monks get a better version for free at first level (doing 1d6 instead of 1d4), it probably have tougher prereqs though (BAB +3 & Jump 3 Ranks, like prereqs for the Martial Artist class in d20M, being the modern Monk analog? or make it a feat that builds onto Improved Unarmed Strike for non-monks?)

Of course, I also use the Frightening Presence feat, Reputation bonuses and Class Defense Bonuses in D&D (I always thought it was a little strange that all these feats, and those two bonuses show up in every WotC d20 game except D&D. They're standard for the system, except in it's core, weird.)
 

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wingsandsword said:
I've not had any problem with using Heroic Surge in D&D. There is a dearth of Martial Arts feats in D&D, probably because they presume all unarmed combat experts are monks, after all.

And yet monks suck so much at it :(

I've wondered if Combat Martial Arts would be broken in D&D as a replacement for Improved Unarmed Strike, since Monks get a better version for free at first level (doing 1d6 instead of 1d4), it probably have tougher prereqs though (BAB +3 & Jump 3 Ranks, like prereqs for the Martial Artist class in d20M, being the modern Monk analog? or make it a feat that builds onto Improved Unarmed Strike for non-monks?)

It would have no effect on a monk if the monk took it - they're just wasting a feat.

As for anyone else who doesn't have natural attacks, I think it would be underpowered. Modern assumes you don't get magical weapons, but in DnD everyone gets them. The feat is weaker than a +1 dagger.

Frightful Presence is a neat feat, but I think it's "stacking" with Renown is probably too good, at least in Modern where your opponents aren't wearing cloaks of resistance.
 

(Psi)SeveredHead said:
Friightful Presence is a neat feat, but I think it's "stacking" with Renown is probably too good, at least in Modern where your opponents aren't wearing cloaks of resistance.

Yeah, I agree Frightful Presence is a pretty neat feat. Note that the Miniatures Handbook introduced the Daunting Presence feat, which is superior -- better benefits with less prerequisites.
 

I don't think Frightful Presence is that bad. That -2 is almost flavor-text most of the time, given that it only functions on people of lower level/fewer HD. It pretty much means that you're making mooks within 10' of you a little worse at their jobs... which ain't saying much. But that's just my experience.

Have to agree on Agile Riposte. I'm not as worried about Unbalance Opponent because, as mentioned, it has the size limitation. Being able to give a raging half-orc barbarian a penalty on his attack is great, but getting stomped by a dragon is still going to stink.

If I were going to allow Heroic Surge in a spellcasting game, I'd make a firm rule that, barring Quicken Spell, no force on Krynn, Toril, or Oerth is gonna let you cast more than one spell per round. Take a full-round action and then Heroic Surge to cast a spell? Sure. Move, attack, and then Heroic Surge to cast a spell? Sure. But not two spells in one round. That's what made Haste the "I'd take it even if it were 9th level, because it's still better than Time Stop" spell of 3.0.
 


(Psi)SeveredHead said:
As for anyone else who doesn't have natural attacks, I think it would be underpowered. Modern assumes you don't get magical weapons, but in DnD everyone gets them. The feat is weaker than a +1 dagger.
Except that with unarmed combat you can choose to do nonlethal damage at no penalty. Depending on the campaign that can be a big deal. Monks rule in barroom brawls (which they shouldn't be getting into of course... :) )

Anyway, we do a fair amount of nonlethal combat in my game and anything that ups your unarmed damage is good.
 


Of course, Combat Martial Arts is the first step in the Martial Arts tree, with Improved and Advanced Combat Martial Arts allowing you to threaten on a 19 - 20 for x3 damage. That makes it a little better for the fighter who has everything. For D&D, I'd really like to have the ICMA and ACMA feats for my next monk.
 


Voadam said:
Casting a spell is a separate type of standard action from the attack action.

Actually, after having checked the Modern SRD FX Basics file, casting a spell /is/ classed as an attack action. In any case, I think the confusion here stems from changing action terminology between 3.0, d20M, and 3.5.

Based on the changes to haste in 3.5, I think a "D&D 3.5" version of Heroic Surge should definitely /not/ allow a spellcaster the ability to cast a second spell, especially when compared to the Quicken Spell and Sudden Quicken feats.
 

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