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*Dungeons & Dragons
Which feats shouldn't be feats
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<blockquote data-quote="Celebrim" data-source="post: 6106113" data-attributes="member: 4937"><p>There is that.</p><p></p><p>My guidelines on feat creation:</p><p></p><p>a) A feat is a power. It represents the ability to do something above and beyond the normal. </p><p>b) A feat provides for an archetypal distinction within a class. It's part of what separates the abilities of two individuals within the same class; abilties that a class often has but which you've decided that they don't always have. The best feats are interesting to multiple classes, but they don't have to be. If every single member of the class is going to want this feat, it's either too strong or else should be a class ability (avoid feat tax). Every single player regardless of class wants the feat, either it is too strong or something is wrong with your system as a whole. One obvious problem might be that you have too many junk feats.</p><p>c) Most feats should be acquireable by 3rd to 6th level. If the feat can't be acquired by that point it's because the feat represents as superpower - something so far beyond the ordinary that it seems or is magical. After 10th or 12th level, most feats that the player of martial character is inclined to select should be of this stature so go ahead and open up the power level. </p><p>d) Don't be afraid of lengthy feat write ups. If your feat tree is six or more feats deep, consider whether the last 3 feats of the tree can be consolidated into a single capstone feat. Spells go up in power with level; feats can too. You devoted 200 pages to spell descriptions and only 20 pages to feats, of course spellcasters are more powerful than non-spellcasters and the fighter is a tier 4 class.</p><p>e) If your feat is weak, consider whether it can be consolidated with 2 other weak feats that provide for the same idea to form an archetype. This is especially true of martial abilities, since feats are the backbone of martial power.</p><p>f) Beware feats that aren't powers but generic skill uses. Change your skill description instead. Beware feats that are generic combat manuevers. Add them to your combat manuever lists instead. Beware feats that are spell-like abilities; they almost always have 'One per day...' in them. These are almost always better provided by good class design or multiclassing. Good feats are almost always like at-will class abilities. Don't try to turn your martial classes into spellcasters.</p><p>g) If two feats differ by just a few words, they probably should be the same feat with customizable options. Figure out ways to make your feats less narrow and redundant. The only real reason to separate two similar feats like this, is if you want them to be easily nameable prerequisites for other feats.</p><p>h) Don't make redundant feats.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6106113, member: 4937"] There is that. My guidelines on feat creation: a) A feat is a power. It represents the ability to do something above and beyond the normal. b) A feat provides for an archetypal distinction within a class. It's part of what separates the abilities of two individuals within the same class; abilties that a class often has but which you've decided that they don't always have. The best feats are interesting to multiple classes, but they don't have to be. If every single member of the class is going to want this feat, it's either too strong or else should be a class ability (avoid feat tax). Every single player regardless of class wants the feat, either it is too strong or something is wrong with your system as a whole. One obvious problem might be that you have too many junk feats. c) Most feats should be acquireable by 3rd to 6th level. If the feat can't be acquired by that point it's because the feat represents as superpower - something so far beyond the ordinary that it seems or is magical. After 10th or 12th level, most feats that the player of martial character is inclined to select should be of this stature so go ahead and open up the power level. d) Don't be afraid of lengthy feat write ups. If your feat tree is six or more feats deep, consider whether the last 3 feats of the tree can be consolidated into a single capstone feat. Spells go up in power with level; feats can too. You devoted 200 pages to spell descriptions and only 20 pages to feats, of course spellcasters are more powerful than non-spellcasters and the fighter is a tier 4 class. e) If your feat is weak, consider whether it can be consolidated with 2 other weak feats that provide for the same idea to form an archetype. This is especially true of martial abilities, since feats are the backbone of martial power. f) Beware feats that aren't powers but generic skill uses. Change your skill description instead. Beware feats that are generic combat manuevers. Add them to your combat manuever lists instead. Beware feats that are spell-like abilities; they almost always have 'One per day...' in them. These are almost always better provided by good class design or multiclassing. Good feats are almost always like at-will class abilities. Don't try to turn your martial classes into spellcasters. g) If two feats differ by just a few words, they probably should be the same feat with customizable options. Figure out ways to make your feats less narrow and redundant. The only real reason to separate two similar feats like this, is if you want them to be easily nameable prerequisites for other feats. h) Don't make redundant feats. [/QUOTE]
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