Balancing a Generic campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Paladin's Pride

11-04-04, 09:41 PM
I'm getting ready to start a new campaign using a modified version of the generic classes rule in Unearthed Arcana. I decided to use the generic rules because the idea of this campaign is to enjoy a small scope campaign that all takes place within one kingdom and has a "simpler" feel (slay the orcs, save the princess, kill the dragon). This is a switch in style from my normal large scope save-the-world type of game.

I like the freedom and simplicity that the generic rules grant. However, I was concerned that rage and smite are simply too good as feat choices compared to normal feats. Increasing the prerequisites on these feats (especially rage and smite, which only have alignment prerequisites) is a start, but I preferred to make wider changes.

I am considering doubling the power of all the normal PHB feats to make them stack up against the feats that are converted class abilities. Iron Will grants a +4 bonus to willpower saves and weapon specialization grants a +2 to attack rolls with a given weapon. Some feats are a little harder to double the power on, but most will be increased in some way. A few feats are left unchanged (Power attack is fine as is, though now a line of feats to improve it similiar to what the Frenzy Berserker gets). That way, someone who wants to play something a little more thematic (which is a strength of the generic rules) won't feel he's been cheated compared to the smiting, raging, sneak attacking munchkin (I might not let someone do that anyhow, but the point is weapon focus should be as good as a feat that lets you Rage). Since this is likely to increase the power of the players a little, I have decided to drop the treasure by about 25% to 35% to compensate. This means players get more power from feats, less from treasure.

Lastly is the area of monsters. Since monsters now have access to more powerful feats (though things that obviously depend on training will have a INT 3+ prerequisite added to keep them out of some monsters hands/tentacles/paws), I decided that the CR's would be modified somewhat. The base idea I'm going with right now is that for every 5 feats the creature has, it's CR increases by 1. The idea being that if every feat is now twice as powerful, then 5 extra feats is probably worth a +1 to CR (afterall, they are only feats, not hitpoints, base attack, etc). I'm not sure if I should make this number lower or higher. Creatures who advance by class levels or who otherwise get much of their power from the equipment they use are not subject to this rule since they will have the treasure they receive dropped by the same margin the players do.

I'd like any feedback anyone can offer on this system. Does anyone think I need to change my numbers (drop treasure by more or less, for example). Does anyone see any glaring flaws or areas I'm missing by operating in this way? Thanks for any input you can offer.
Cymraegmorgan

11-05-04, 01:43 AM
My first thought is 4 feats for an additional +1 CR.

I think a drop of 25% in treasure is sound, and, yes, Weapon Focus should be as good as Rage.