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What feats need to be added to the game?

A feat to reproduce the hybrid implement mixing rules. Though really all the implement user multiclass feats should work like this (multiclassing already costs enough feats).

A feat to let you use any weapon in a category as an implement for enhancement bonus and critical dice only (most likely at paragon).
 

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Flavorwise I want this to be a feat:

This puts it exactly in between craghammer and warhammer. Seems pretty reasonable to me. The awesomeness of using your hands as weapons, for the price of brutal 1.

Now make a sneaky ninja with it. Whoops! Rogues can't use... anything that isn't a light blade. And you can't claim it's a light blade, because it's too good for a rogue to use.

Now try for a heavyweight defender. Whoops! He's stuck with a 1h weapon and no shield!

Also note: my feat does not make you proficient with your fists: they're treated as the weapon you choose in every way.

In short: the existing weapons are, more or less, balanced. The benefits of using fists instead of a weapon are mechanically nil (well, you occasionally might get the benefit of half of the quickdraw feat) without some serious story interference.

I'm not so thrilled with the last part, in particular when it comes to the base weapon type restrictions.
Eh? There's no issue there at all. You want to say your fists have the stats of a dagger (minus the ability to throw them)? Well, with this feat, they do. And you can enchant them exactly like you could enchant a dagger.

There is no difference, mechanically, between having this feat, and having a magical weapon EXCEPT that you cannot lose your fists, and you may occasionally get the benefit of the quickdraw feat.

Losing your weapon is something that requires the DM to plot it perfectly for the exact players that he has anyway. Some classes are only slightly hampered by losing their gear, others are totally crippled. This feat makes it a non-issue. If anything, that might make the DMs work easier.
 

There are such feats in Arcane Power and Divine Power.

What I'd like to see more of are race/class feats that make all races equally attractive for each class.

You are quite right that there are some different multiclass options added in those books. I wasn't aware of all of those. They don't entirely address the problem of multiclassing within the same power source, but it's a sign that the designers are aware of the issue.

i.e. Divine Healer [Multiclass Cleric]
Prerequisite: Wis 15
Benefit: You gain training in the Heal skill. You gain the cleric’s Healer’s Lore class feature. In addition, you can wield cleric implements.
First published in Divine Power.

That's pretty good, but what if I'm an invoker who would like to pick up that daily Healing Word granted by Initiate of the Faith? This alternate MC feat gives you Healer's Lore, which is really nice, assuming you have a healing power. You'd have to take a power swap feat to pick one up to benefit from that ability. According to the Compendium, Invokers get two powers with the healing keyword, at levels 22 and 25.

The wizard alternate MC feat grants the Ritual Caster feature. That's interesting - I may have to see if the warlock who actually spent a feat on ritual casting would rather MC to wizard using that. In any case, that's not bad, although I'd probably still allow people to choose a different skill when taking the PH multiclass feats if they are already trained in the primary. It's just not an option for my RPGA play. :(

These feats also beg the question of whether you are allowed to take more than one multiclass feat if it's for the same class. Can you be both a Learned Spellcaster and an Arcane Initiate? I would allow it in my own game, but what do the rules say?

As for making other races more viable for different classes, I think you could make most any combination work, provided you weren't trying to totally optimize your character. Perhaps you could add some race specific feats to allow them to be better at certain classes that fit well for thematic reasons, but not so well mechanically. Drow priestesses perhaps? Anything more extreme like allowing a floating stat bonus would be beyond the realm of feats and gets into house rules territory.
 

These feats also beg the question of whether you are allowed to take more than one multiclass feat if it's for the same class. Can you be both a Learned Spellcaster and an Arcane Initiate? I would allow it in my own game, but what do the rules say?
I think it's legal - the Character Builder allows it, and the multiclass feats that require paragon multiclassing in the same class would otherwise be useless. ;)
 

I've had the idea to make feats for each class that give you additional power in that class slightly beyond what a normal feat might give, but 'expend' your multiclass credit, and cannot be taken by Hybrids. Essentially, "Class specialization" feats.

E.g. for Clerics, for example, you might gain one additional class skill off your list, and one additional application of Healing Word per day.

The idea is to make not multiclassing an option that isn't immediately suboptimal (because even for a largely-single-class character, splash multiclassing is extremely good.)
I like this idea. It encourages focusing on a single class and could add some breadth to it. It makes your cleric extra clericky. Perhaps this could be an option to add another at-will to your list of powers. I'd love to see some means of doing that for certain classes that have a good selection of at-wills.
 

I'm not so thrilled with the last part, in particular when it comes to the base weapon type restrictions.

Eh? There's no issue there at all. You want to say your fists have the stats of a dagger (minus the ability to throw them)? Well, with this feat, they do. And you can enchant them exactly like you could enchant a dagger.

There is no difference, mechanically, between having this feat, and having a magical weapon EXCEPT that you cannot lose your fists, and you may occasionally get the benefit of the quickdraw feat.

Losing your weapon is something that requires the DM to plot it perfectly for the exact players that he has anyway. Some classes are only slightly hampered by losing their gear, others are totally crippled. This feat makes it a non-issue. If anything, that might make the DMs work easier.

I didn't say there was an issue, I said I wasn't thrilled with it.

I know that the weapon base type restrictions are mostly fluff, but Holy Avenger fists don't work for me, personally.

I'm not opposed to an unarmed fighting feat, or what have you, I just think that the feat proposed is ignoring too much of the work that went before it.
 

These feats also beg the question of whether you are allowed to take more than one multiclass feat if it's for the same class. Can you be both a Learned Spellcaster and an Arcane Initiate? I would allow it in my own game, but what do the rules say?

I had to look when I was looking at MCing a warlock for a game. And the rules state that you can only take class-specific multi-class feats for one class (PHB 208). Which means for all but the primal classes, you can take 2 or 3 of the MC feats, not counting the paragon multiclassing feat. Some of which are very nice.
 

That's the purpose of the PHB2 background. You choose 1 of 3 options, +2 in a skill, a skill becomes a class skill, learn a language. Learning 1 language is not worth a feat.

I thought that those rules were so backgrounds arent as mechanically potent as feats ;-). Overshadowed by region specific backgrounds that are about as interesting as feats... I dont like them.

+5 to a skill and the skill counts as trained (opening certain uses)... is 1 feat.

1 language = 1/3 of a feat
+2 in a skill = 1/3 of a feat
adding skill to your list is 1/3 of a feat.
 

I like this idea. It encourages focusing on a single class and could add some breadth to it. It makes your cleric extra clericky. Perhaps this could be an option to add another at-will to your list of powers. I'd love to see some means of doing that for certain classes that have a good selection of at-wills.

That idea rocks... I love ideas for adding at-wills ;-).. human fighter 4 at-wills hoot. (i might even take sure strike to smack on minions with or if the dm is trying to tpk us with something with too much armor)
 
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I would like to see more heroic feats for reach weapons. I don't feel reach weapons are much benefit until you hit paragon.

More feats that effect powers...I think this is one of the best ways to add breadth to the game. The at-will type ones are a good start, although there are some benefits I don't think need to be limited to particular at-wills.
 

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