wolff96, I really like your house rule, and I'd definitely add it to my list of modifications to make for the monk.
Wolfen Priest, ready your action all you like, you still have a 20% miss chance on my monk
And no, as pointed out by wolff96, it STILL proves nothing.
As for the customizability of feats, I find that feats fail to impress after a while. Class abilities should out-feat the feats. They should be to feats what feats are to skills. Spellcasting is one such ability, Rage is another. If I'm playing a monk, I don't WANT the fighter to be able to out-jump, out-evade, and out-everything me because he has feats that give him my class abilities.
That leads to a classless system which, IMHO, ruins the out-of-game individuality of characters.
Now, a special ability progression like the rogue's is the ultimate system. You have CLASS-SPECIFIC abilities, but one rogue might have entirely different ones than another. If that is in fact what you propose, then I'm all for it. Just not the "feat-based character"...that's just insipid for me.
Wolfen Priest, ready your action all you like, you still have a 20% miss chance on my monk

And no, as pointed out by wolff96, it STILL proves nothing.
As for the customizability of feats, I find that feats fail to impress after a while. Class abilities should out-feat the feats. They should be to feats what feats are to skills. Spellcasting is one such ability, Rage is another. If I'm playing a monk, I don't WANT the fighter to be able to out-jump, out-evade, and out-everything me because he has feats that give him my class abilities.
That leads to a classless system which, IMHO, ruins the out-of-game individuality of characters.
Now, a special ability progression like the rogue's is the ultimate system. You have CLASS-SPECIFIC abilities, but one rogue might have entirely different ones than another. If that is in fact what you propose, then I'm all for it. Just not the "feat-based character"...that's just insipid for me.