What do you do for... Feats?

Aus_Snow said:
I give a feat every odd character level, plus a bonus 'Talent' (a special kind of feat) at CL1. This applies to all beings (i.e., not just PCs).
i've been thinking about doing this. it's mostly because i run a very low-magic campaign, but defense bonuses and action points have compensated pretty well so far. i really like the level 1 talent idea, and i'm already using that. the talents that i allow are pretty much all feats that add +2 to two skills (athletic, acrobatic, diligent, etc.). these feats are actually limited to talents (i.e. you can't take them as regular feats, only as 1st level talents). i've also added a talent called "attractive" that adds +2 to Charisma (Charisma doesn't automatically include physical attractiveness IMGs).
 

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Aus_Snow said:
I give a feat every odd character level, plus a bonus 'Talent' (a special kind of feat) at CL1. This applies to all beings (i.e., not just PCs).

So everyone gets the fighter advantage? Does everyone gain a spell level every odd level too? Fighters would be scrapeing the bottem of the barrel not long after 10, but mage's power would be boosted significantly (and they sure as heck don't need that.) Normally taking Imp. Toughness would be a tradeoff for mages, but with that it would be a freebie that they'll all have. And of course one of the big benefits of playing human suddenly becomes near meaningless.
 

Harm said:
So everyone gets the fighter advantage? Does everyone gain a spell level every odd level too? Fighters would be scrapeing the bottem of the barrel not long after 10, but mage's power would be boosted significantly (and they sure as heck don't need that.) Normally taking Imp. Toughness would be a tradeoff for mages, but with that it would be a freebie that they'll all have. And of course one of the big benefits of playing human suddenly becomes near meaningless.
Perhaps I wasn't clear enough. If that's the case, my apologies. If that isn't the case, then I'm sorry but I don't understand quite what you're saying here.

Assuming the former: I don't give out the said amount of feats in addition to the core rules progression, but in place of it. So, at 10th level (a time you more or less singled out) there is a grand total of one feat difference, between the way things are in the core rules, and the way things are when I run (heavily) house-ruled d20 fantasy. Well, other than by virtue of the boatload of other (non-feat-progression) differences, that is. :D

IOW, the Fighter you mentioned (now known as Warrior) gets 1 feat every level, which works out nicely for them.


Abe,
That's quite similar to how I've arranged things, actually (including the shifting of those +2/+2's from feats to talents, the lean towards lower-magic [in particular lower-magic-item here], and [something a bit like] APs). :cool:
 

I've modified the Character Progression table so that characters receive either a bonus feat or a stat increase every level. However, I also adapted the Character Progression table in the Conan RPG which grants a total of +9 to stats. Whereas Conan grants a total of +4 to all stats in addition to the standard +5, I changed the total to +9. Therefore all characters get +11 feats and +9 stat points. Fighters still get more feats than everyone else.
 

I've modified a number of the martial feats to include a BAB as a prerequisite. My logic is that all martial feats require at least a BAB +1. Those which have prerequisite feats will have a BAB +2, +3, or however many prereq feats there are. Also, whenever there is a feat that a Ranger can have at a certain level without meeting the prereqs, I added that BAB. For example a Ranger can take Two-Weapon Fighting a level 2. Two-Weapon Fighting does not have a BAB prereq. Now it requires BAB +2.
 

I've opened up the weapon focus tree to all characters by replacing the Fighter level prereq with the appropriate BAB. My logic is that there are so many martial feats out there that the weapon focus tree is not as attractive as it used to be. In addition, most players of fighters I know don't want to lock themselves down to 1 weapon unless it is a top of the the line one like a vorporal sword or something.

This hasn't made fighters any less special since 1) they still have more feats than anyone else and 2) the weapon focus tree lost a lot of favour.
 

Sean K. Reynolds at one time posted a house rule of his on his website (although I can't find it now) that the core metamagic feats (in the PHB and the SRD) should be bonus feats for all spellcasters. His reasoning is that each of those feats have a cost per use in terms of the metamagicked spell costing a higher level slot. He reasoned that charging a feat in addition to a use cost amounted to double charging and is unnecessary.

I agree and it works just fine in my games except that I banned silent spell and still spell because it conflicts with the flavour & theme.
 

Item Creation feats require skill ranks in the appropriate crafting skill. The spellcaster can no longer buy a masterwork item and make a magic item out of it, they must craft it themselves.

This is a flavour ruling. Grymwurld™ uses much of the flavour of the Western Europen mythos. Traditionally, it was wizard-smith who crafted magical swords, rings, etc. And we see this in Tolkein's world as well.

After all, I just can't imagine Sauron shopping for masterwork rings… :p
 

I used "1 feat at every odd level" as a variant before, and I'm going to use "1 feat per level" in the next campaign, if we manage to start it any soon...

Players have already informed me of what characters they're going to play and none of them is a Fighter, so the potential problem of making fighters unattractive won't be a problem for us after all .
 


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