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| #1zombiegleemaxAug 08, 2006 18:59:36 | With the advent of the d20 system, we have seen many different mechanics come into existence. The one of the most important of these is the Feat. Suddenly we had a useful mechanic for character customization and a cohesive system for special abilities. In fact, feats were such a popular mechanic that soon after the release of 3rd edition, many people were clamoring for Wizards to publish more feats. Soon, the consumers got what they had asked for from Wizards. It seemed that every supplement that the company released contained a dozen or so new feats for our enjoyment. But Wizards wasn’t the only company publishing supplements. Dozens of third-party releases soon appeared on game store shelves everywhere, most containing additional feats for use in our games. Now, 6 years after the release of 3rd edition, we have seen a dozen or so first party supplements for 3.0, dozens for 3.5, and innumerable third party supplements for both 3.0 and 3.5. And in each, what have we found? More feats, more options for character customization. But how many of us realize how many options we actually have? As of August 8th, 2006, the feat index (found at http://www.wizards.com/default.asp?x=dnd/lists/feats ) lists 2817 results. Yes, some of those are duplicate entries, but there are still more feats than any one character could ever hope of gaining. More importantly, the multitude of feats seems to take away from character customization, in that a character can perform some actions (cinematically), yet they will have no impact on an encounter mechanically. Because of the volume of feats at our disposal, I recommend increasing the amount of feats a character gains over a period of 20 levels. Below are listed 3 alternative feat progressions, along with the progression as it appears in the PHB. Each of these models has been play tested, and details will accompany the description of individual models. Be aware that each of these feat progressions has the potential to throw off game balance. I cannot stress enough the need for discretion when changing the number of feats granted to PCs. Ultimately, none of these should be used without the approval of the group’s PCs and each of the players. Core 1st Feat 2nd 3rd Feat 4th 5th 6th Feat 7th 8th 9th Feat 10th 11th 12th Feat 13th 14th 15th Feat 16th 17th 18th Feat 19th 20th Above is the “core” feat progression, as listed in the PHB. This progression grants a total of 7 feats to a non-human character, assuming no bonus feats from class levels. Model 1 1st Feat 2nd Feat 3rd 4th Feat 5th 6th Feat 7th 8th Feat 9th 10th Feat 11th 12th Feat 13th 14th Feat 15th 16th Feat 17th 18th Feat 19th 20th Feat The above model slightly increases the amount of feats a player gains over 20 levels, increasing the total for a non-human from 7 to 11. I myself have run games using this system, and it does not alter game balance in drastic ways, although I would recommend the use of discretion in awarding magic items and treasure to the party using this system, to ensure that the party’s power does not grow too much. Model 2 1st Feat 2nd Feat 3rd Feat 4th Feat 5th Feat 6th Feat 7th Feat 8th Feat 9th Feat 10th Feat 11th Feat 12th Feat 13th Feat 14th Feat 15th Feat 16th Feat 17th Feat 18th Feat 19th Feat 20th Feat This model is a drastic increase from the core rules, more than doubling the number of feats gained over 20 levels. As with model 1, this progression requires careful attention from the DM. The amount of feats a character using this feat progression should need less magical equipment than a character using model 1. Model 3 1st 2 Feats 2nd Feat 3rd 2 Feats 4th Feat 5th Feat 6th 2 Feats 7th Feat 8th Feat 9th 2 Feats 10th Feat 11th Feat 12th 2 Feats 13th Feat 14th Feat 15th 2 Feats 16th Feat 17th Feat 18th 2 Feats 19th Feat 20th Feat The final model drastically increases the amount of feats attained of 20 levels from 7 to 27. I would only recommend this feat progression in a game that places the emphasis on character ability/story development rather than treasure. All three of these models have been tested in game. Model 1 can be used with little to no change in party wealth while 2 and 3 require some alteration to the wealth curve to preserve game balance. These alterations provide two incentives. The first is an increased level of character customization. Using any of these models allows a character to gain access to more character defining traits that include mechanical implications than the core progression does. Secondly, these progressions, especially the 3rd, tend to swing the motives of characters away from treasure, forcing the game into a more story/character ability direction, rather than a glorified treasure hunt. Of course, some magic items will be necessary, but I doubt that many characters will need the kind of cash that they do using the standard rules. |
| #2tarlssAug 18, 2006 14:00:23 | Wow, nicely done. I like the analysis on how feats remove the emphasis on treasure! |
| #3zombiegleemaxAug 19, 2006 1:16:11 | Secondly, these progressions, especially the 3rd, tend to swing the motives of characters away from treasure, forcing the game into a more story/character ability direction, rather than a glorified treasure hunt. Do you mean your character has the feats to do everything so he doesn't need items? This could have a interesting spin off of a feat like system that makes your items magic. |
| #4cryosilverAug 19, 2006 22:59:27 | I wonder, though, if increasing the number of feats compensates for a reduction in treasure. Feats are almost universally weaker than magic. For example: Improved Toughness grants 1 hp per level. An Amulet of Health +2 (value 4,000 gp) grants 1 hp per level, +1 on Fortitude saves, and +1 on all Constitution based skills (Concentration, most significantly). Lightning Reflexes, Iron Will and Great Fortitude grant +2 to all saves collectively. For 4,000 gp, one can purchase a Cloak of Resistance +2. Power Attack allows a conversion of to-hit to damage. Divine Favor in item form grants a static increase to both. It would be rare to find a feat that duplicates a magical item or power worth much more than 10,000 gp, and at higher levels, that's basically pocket change. The only exceptions are the high-end feats of longer chains (Whirlwind Attack, Greater Weapon Specialization), and even these are not much more valuable. Now, even at a feat every level, you end up gaining roughly 200,000 gp in item worth, at 10,000 gp per feat. However, that will be dispersed over, well, 20 feats. What would it be more advantageous to have at high level: several powerful items, or many very weak items? You can see my point, I'm sure. Giving all classes a few bonus feats is all well and dandy, and can be compensated for by reducing the point buy by a couple points, but greatly increasing feats and reducing treasure fragments power into uselessly small bits at higher levels. This is the complaint of the fighter: there are many feats, and he gets many, but none of them are individually powerful enough to match high-level treasure or class features. |
| #5zombiegleemaxAug 21, 2006 4:02:04 | Using any of these alternative feat progressions seems like a very bad idea to me. My primary reason is you are taking away the one and only reason still in existence to ever play a straight fighter. |
| #6zombiegleemaxAug 24, 2006 7:15:59 | Wow. You took the stick and ran with it didn't you? I, too, have considered the problem of the Options-to-Usage problem. And while I do consider it an issue, I don't believe it needs to be fixed, and definitely not in as drastic a fashion as you suggest. My (only) attempt at solving the problem was to alter the number of feats characters got - instead of giving them out every 3rd level, characters got them every odd level. (Similar to your model.) I felt this was a better change than your proposed 1st, 2nd, 4th, etc., as it gave Fighters something to look forward to. (Namely, a feat every level.) I then realized that if I gave characters that many feats, I would have to allow the same for creatures. When it dawned on me I had to rewrite every monster in the book instead of being able to plop one out of the MM at the drop of a pin, I realized this whole more-feat alteration was unnecessary and frankly turns the feat from what it is - a scarce resource which must be carefully administered - into what it should not be: a cool new thing I can do every (other) level. (Yes, that's right: Feats should be scarce. That's why PrCs, especially particularly powerful PrCs, make you choose crappy feats in order to qualify! If you up the number of feats available to the player, the less sacrifice they have to make in terms of personal power, the more powerful their characters become.) Your eye for spotting an issue isn't off; it's just not a problem. Players, at least in my games - and I hope in the game of any DM who doesn't feel like reinventing the wheel every session, - will have to live with the crushing disappointment of just a feat every third level. That or take Fighter levels. 'Cause, dude. |
| #7applecrowAug 24, 2006 15:34:34 | I agree whole heartedly. I've found that the 1 per three levels actually restricts player development more than it enhances customization. I think increasing this base amount of feats will make broken classes (such as sorcerer) more playable without overpowering powerful classes too much. |
| #8Yue_RyongAug 24, 2006 15:35:39 | In theory this would work, if Feats maintained a consistent curve of power. This is unfortunately not the case. With that many feats, by about level 16, you will not gain any substantial boost from any of the feats involved. By that point, the only feats worth taking will be the maneuver granting feats from Tome of Blades. |
| #9zakalweAug 24, 2006 16:04:08 | I agree that we could use more feats to enhance character customization, but your suggested advanced feat progressions make the Fighter class nearly worthless. I would love to see a couple of changes for 4E: 1. Character customization choices at every level. If not a bonus feat, each class should offer some type of choice of a class-related specialty. Ideally each class would have "feat trees" similar to the ranger's current TWF vs. Ranged specializations. It's just plain boring to reach level 5 or 7 as a fighter. You should get something every level. 2. Some way to balance the "useful" feats (weapon focus, power attack, etc.) against the "non-useful" feats (acrobatic, investigator). It's nice to have feats that provide character flavor, but the player shouldn't feel that he's being penalized for taking them. Maybe each character should begin with a certain number of "non-useful" feats at level 1, allowing a certain level of flavor and customization off the bat without allowing for too much min/maxing of level 1 characters. Just my 2 coppers. ;) |
| #10zombiegleemaxAug 24, 2006 16:58:39 | I love the idea. I was tinkering with the idea myself but couldn't think of a way to balance it out. Your idea to lower party wealth makes sense. I have always had the character dilemma that my characters are as only good as their equipment and that is how it is at higher levels. Equipment should be just that, tools for the character to use, not what defines him/her/it. |
| #11capfalconAug 24, 2006 22:05:12 | Well, I've never seen someone complain about their being more feats than they really needed. But I have heard that fighters have way more than they needed. Fighters have no need for this many feats. It’s bad enough when most people consider the fighter class to be a 2 lvl dip class with 6 whole levels, after which you PrC out. Really, with these they aren't even needed as a dip class anymore. Who needs the fighter for anything now? Really, all I see this doing it pumping up casters (giving them more metamagic, spell focus and such) while making fighters less useful even at LOW levels. Now they have feats to waste on maneuvers they wont even use probably, like feint, since they have bluff as a cross class skill. Sorry, but I really don't see the point of this. |
| #12zyrusticaeAug 24, 2006 23:03:37 | I like it... makes plenty of sense. I, myself, find the game heavily dependent on items - far too much for my liking. I feel the game should be defined more by the characters than the overly powerful magic items they carry. This is why I create characters using the BESM d20 class-less system. Plenty of room for customization, and less balancing headaches to deal with (especially with the revamped magic system - no more exponential caster power growth!). |
| #13zombiegleemaxAug 25, 2006 2:44:28 | An interesting point. It reminds me of some other RPG systems I've played, where the focus was on the development of the character's abilities rather than buying and tacking on enhancement items. In fact, characters rarely used weapons in that game--they just relied on unarmed combat and mystical abilities. It's a good option to have for a DM who wants to base his campaign around personal development rather than the acquisition of wealth, but ultimately it's just a matter of choice: There's more magic items than can ever by had by one character as well. The biggest thing to keep in mind about using innate powers and abilities (like feats) instead of equipment, is that it's much harder to take them away. A knight with a potent magical sword can be disarmed, robbed, or have his weapon destroyed, a monk who's fists can shatter stone is a bit harder to disarm. After all, some of the most compelling adventures are ones where a high level party is bereft of their equipment--such as chasing down a villain in a city where carrying weapons is prohibited. Sometimes, that's all there is to break up the monotony of "I whack it with my sword until it stops moving." On the other hand, the idea of a monk whose hands become intelligent magic weapons with their own egos could be quite interesting... ![]() |
| #14zombiegleemaxAug 25, 2006 9:49:43 | I have perceived this "problem" too, it's not actually a problem but an improvement you can do to increase character flavor, but I think it has some drawbacks that should be considered. When I run games I give my players one extra feat at first level, it's not game breaking at all, but I don't think I’d allow some of your models for feat acquirement, maybe model 1, but never model 2 or 3. The problem is that there is already a class which is based on feat gaining: our daily fighter. Who would play a fighter (11 fighter feats) if you can get 11 feats by playing any class with lots of class features, that's enough for almost any build, mechanically speaking, and more than enough for character customization? In fact, when I added the extra feat at first level, it was for role playing reasons, to give the players more tools for creating background (in fact, I also give 10 more hit points for medium characters, and 2 free skill points that must be spent in Craft, Perform, Profession or Knowledge[any]) so the players doesn't feel like newborns at first level. Even with only 1 extra feat, I saw the Fighter got even more underpowered that it already is, so I had to add some features to the Fighter Class to make it more interesting (4 + int mod skill points per level and an extra fighter bonus feat at 19 level). I think the core rules for feat acquirement progression are somewhat balanced, and even the first model proposed in the thread is a bit unbalancing. |
| #15mystycAug 25, 2006 10:30:14 | Up to what level were the second and third models tested? With model 3 especially, it seems like almost too many feats. How many feats does an average character need to customize their abilities, and at what point do characters start becoming more similar again? Spellcasters, for instance, might just end up taking every metamagic feat they can find just because they have so many feats to spend, ultimately homogenizing them more than distinguishing them. |
| #16hunter_rose_02Aug 25, 2006 11:52:07 | See, this is why I nominally restrict my players to core books and approve exceptions. Some of the supplementary material is just silly. That said, core Modern characters do have more feats but the mechanic for for this is in the class templates. Basic Classes gains bonus feat every even class level. Advanced Classes gain a bonus feat at class levels 3, 6, & 9. So far, my players and I are very happy with the change. I have been very impressed with Modern, but I realise it's not well suited to D&D/fantasy style games. Increasing character level based benefits is less disruptive than retrofitting class features to get what you want BUT I don't like the idea of letting the players get so many free choices. It makes more sense to give them a focused list to choose from to specialise their character. Higher levels should encourage specialisation, not generalisation. |
| #17seldrissAug 25, 2006 12:29:32 | To make things simpler, I modified the feat progression to make it regular. I give one feat for every two levels, on odd levels (1, 3, 5, 7, 9, 11, 13, 15, 17, 20...). This way, fighters get one feat at each level (odd for character level, even for fighter level). It works perfectly ![]() |
| #18evilveganAug 25, 2006 13:47:26 | I like to grant skill bonus feats (like stealthy or skill focus) as extra between feats, so like model 2 or 3 but every other feat has to be a skill based feat. |
| #19XorialAug 25, 2006 16:46:55 | This is extremely funny, since I was just thinking about this problem yesterday. I was yoying with the idea of increasing the number of feats. The thing I see wrong with Model 1 is that it is exactly the model for fighters as is. You would really need to reconsider that before letting it into a game. It also makes all D&D characters even more front end loaded than before, which can make low level game design very difficult. The model I was considering wouldn’t affect low levels until 5th level. Which can still help keep PrC as is, without having to rewrite them to ensure normal entry into them. Model 1st Feat 2nd 3rd Feat 4th 5th Feat 6th 7th Feat 8th 9th Feat 10th 11th Feat 12th 13th Feat 14th 15th Feat 16th 17th Feat 18th 19th Feat 20th This model gives the character 10 feats, while meshing pretty well with the fighter class. This is a modest jump from 7 feats, and has the advantage of being easier to implement against the standard core version. |
| #20Lotus_CraneAug 26, 2006 0:05:07 | Model 1 The major problem with this progression, is that for a straight fighter, it means that at every odd-numbered level after 1st, he receives 0 feats, and at every even-numbered level, he receives 2 feats. Such a severely staggered progression feels unnatural, and exacerbates the "empty level syndrome" that fighters experience. Even if it means somewhat less feats, I would suggest changing this progression to a feat at every odd-numbered level, even if it reduces the total number of feats from 11 to 10. |
| #21Ra-TielAug 26, 2006 2:19:05 | I know what you mean. But my own personal greif with Feats is less their number, but rather the fact that not all feats are created equal. I just find it ridiculous that things like Alertness and Track have the same worth (speaking in required feat slots) that Shock Trooper or Craft Contingent Spell. Therefore I decided to make a different approach to the topic in my own game setting (see signature). Instead of plain "feat slots", a character gains 1 feat point at every level, similar to your "model 2". Each feat, however, has 4 ranks -- with each rank possibly having different prerequisites. For example, Improved Initiative might look like the following in my system: Improved Initiative [General] My idea is that at rank 2, my feats would have the same benefit as the standard d20 feats, with the exception of feats I personally think are very weak, like the afore mentioned Alertness. But for a "normal" d20 game, your idea has some very interesting potential. I would just highly advise the DM to take care of the feats a character can take. |
| #22SailorNashAug 26, 2006 2:42:03 | I agree. In theory, feats should be a nice little extra, to help your character stand out. But in practice they're almost always the focal point of the build. You have to have certain feats to qualify for most PrC's, or you have to select several feats in a chain just to get the one that you want. That being the case, most of the time you're stuck with one of a handful of preapproved groups of feats, or you have your entire character's future progression based around grabbing certain feats by a certain time, just so you can qualify for the PrC that you want. Increasing the number of feats allows the characters more options. You can take sub-optimal ones that are only for PrC entry requirements and still have some choice. You can take all the ones you need to complete the chain, plus have a few "free feats" left over to personalize your character. My DM has play-tested both of the first two options listed above, and it did not significantly effect gameplay. But it did make things more fun, as PC's could "blow" a feat on a suboptimal choice just because it was fitting for their characters, and not be afraid that it would "gimp" their character forevermore. Things remain relatively the same power-wise, because a spellcaster can still only apply so many Metamagic feats to one spell or craft so many magical items without running out of money. Melee characters can only attack so many times in a round...they simply have a greater range of maneuvers to choose from. |
| #23trapdoor_alligatorAug 26, 2006 14:12:39 | It seems to me that the huge number of available feats is not a mechanical problem to which this is a solution. Rather, the number of potentially available feats makes this a viable mechanical solution to an aesthetic problem. To be specific, I'm bothered on a purely aesthetic level by the fact that so much of a character's effectiveness is tied up in her equipment. The first component of my solution is to disallow all magic items that grant numerical bonuses to AC, Saves and Ability scores. (I'm still trying to figure out what to do with magic weapons and armor, which are more interesting than the usual battery of amulets, gloves, belts, etc.) The second necessary component will involve some combination of more generous ability score generation and more generous feat progression. So two questions: Just how drastic is the reduction in average character wealth? How were the test characters' ability scores generated? |
| #24phaseAug 27, 2006 4:18:17 | With the proper DM awarding items as he see fits, model one might work. Other then that it makes fighter worthless, and is just ridiculously overpowered IMO. With proper management model one might work though, although feats are supposed to define a character and its role, with the given feats it’s a little overboard though. |
| #25nidairAug 27, 2006 4:23:17 | At first your idea sounds quite bad, like, you just want everyone to get what feats they want and start kicking butt much quicker, kinda satisfying every munchkin in your environment. But lowering starting gold and loot (another big factor of a character's power) quite offsets this boost. Much equipment, and in particular the ability-increasing items, make a large difference to a character mechanically. However, I'm afraid that with the abundance of feats, fighters will be severely handicapped - feats are all they get. |
| #26antiochAug 27, 2006 17:01:25 | I personally don’t see an issue with the number of feats. If anything, each new feat is just another option open for someone building a PC. There are many feats that I see that I will probably never, EVER take, but that’s just me. Different people will take different feats for powergaming, optimization, or RPing value (not that one or more cant go hand-in-hand). The problem from my perspective is people that want too many feats, especially those that they don’t actually NEED. Sure, you might want to be a super archer, but do you need Improved Initiative, Lightning Reflexes, or Alertness? Its kind of like people who want tons and tons of skill points because they want to be good at everything all at once. I tackle this problem by determining what feats I absolutely must have for a concept or build that I want. Sure, I might want Improved Initiative so that my total bonus to Init can be in the stratosphere, but I need Manyshot if I want to be able to fire multiple shots with a standard action. |
| #27the_stormfatherAug 28, 2006 11:26:12 | I'm currently running a game where I scrapped the standard feat and ability score increase progression. Instead, characters get a feat every odd level and an ability increase every even level. To balance this, the tomes that increased stats were removed from the game. I think the biggest change to face in changing the feat progression is not how to balance the monsters, but how to rebalance fighters. Fighters main attraction is their number of feats, and when you increase the total number of feats, you depreciate the value of each individual feat. In my game, I made the weapon style feats and the tactical feats (both from Complete Warrior) have a fighter level requirement (like weapon spec.) I’m still not happy with fighter, though; and have considered rebuilding the class from the ground up (maybe making the tactical feats and weapon style feats special abilities, similar to the rogues special abilities, and including a few more for the fighter to chose from.) I also may look into improving the fighter's skill list. As far as balancing challenges, I give NPCs and monsters a bonus feat for every seven HD they have. It's not exact, but it's a pretty close approximation to the PC's bonus feats. I keep a list of likely feats tucked into my MM so I don't need to do any work in the fly. My players have been happy with the system, as have I. It allows me to use a slower level advancement instead of the DMG's breakneck level-up speed, but the players still feel rewarded, as there are no 'wasted levels' in which they only get hit points and skills. A slower leveling advancement means a longer and more engaging campaign. Also, they don't have to buy or find the tomes that increase stats, instead their stats increase naturally, through hard work and persistence on the characters part, not due to a book. |
| #28elondirAug 28, 2006 15:42:44 | I have another model, although it isn't playtested. Basically, I feel that too many feats will unbalance the game, treasure or not, but low-level characters are too bland and vulnerable as they are today. You have to wait until 6th level to begin to realize your vision of your character unless that vision is Skeeve the Great or Meriadoc Brandybuck. So here's a slightly faster feat progression that trickles off around 12th level: 1st 1 feat 2nd 1 feat 3rd 1 feat 4th 1 feat 5th 1 feat 6th 1 feat 7th 8th 1 feat 9th 10th 1 feat 11th 12th 1 feat 13th 14th 15th 1 feat 16th 17th 18th 1 feat 19th 20th Total: 11 feats. Three extra feats at low-levels, and one extra feat at mid-levels. This would allow for low-level characters to have a little more power and customization while keeping the high levels close to core. Lately I've been of the opinion that all special abilities should be converted into feats (with prerequisites) and these "Class ability feats" would be granted at every level. Many prestige classes are simply combinations of existing special abilities (such as evasion), so it would make sense to generalize them. |
| #29dmrefAug 28, 2006 16:20:12 | I would be in favor of removing feats entirely (except as granted by a class). I see feats as what they are, 'exceptions to the rules'. Personally I find their abuse by Wizards of the Coast and others revolting. I find that *most* of the time they are used for power-gamers to get more uber rather than being used to create a colorful characters. Monkey Grip, Mage Slayer, Ranged Disarm, and Two-Wand Wielding are just a few of the abominations that should have never been published. I would much rather see the improved trip/disarm/etc and crafting feats become part of the skill system. Additionally the rest of the core feats could be used as class only feats similar to the ranger/rogue/monk class choices. |
| #30zombiegleemaxAug 28, 2006 16:28:24 | Why would the existence of more feats to choose from necessitate more granted feats in the character build? Surely you would not argue that since more spells have been printed in the last six years that we allow the casters to cast twice as many spells per day, would you? Be aware that more feats to choose from (with each additional source allowed) already increases the power of the feats allotted to players because of power creep. Isn't that enough? |
| #31oakspar77777Aug 28, 2006 18:12:52 | I think a lot of us can agree that feats are a wonderful part of character development. Much more than spells which give character options for what they can do (once or twice per level), feats better define who a character is, as they often continually affect a character or are useable at will. Also, unlike many abilities, as you have mentioned, increasing or decreasing their number on makes slight differences in character power. I think, however, that just handing out more feats wholesale, while possible, does not entirely address the issue. Feats should be more than mechanical options. They are, and should be, part of character customization. That said, if you just give more feats, you will merely increase the rapidity with which feat chains and mechanical combinations are reached. The extra feats have a better use than wholesale addition. Bonus feats make for wonderful treasure in a campaign. That way, the DM in collaboration with the Player, can bestow bonus feats without fear of unbalancing the campaign and without the bias to mechanically optimized feats that the Player has. For example: The party has to get past the encampment of the Blood Tusk clan to get a message from the elven line to the dwarven reinforcements behind the enemy position. Before heading out, the elves show the fighter techniques for silencing his noisy plate mail by wrapping it intricately with cloth and taking off the reflective sheen with greasepaints. During the adventure, he enjoys a +2 bonus to Move Silently and Hide from the changes. Later on, once the adventure has ended, he voices his interest in continuing the habits he has learned. Awarding him the Stealthy feat is only a natural part of the treasure for the adventure. Another example: During the pitched battle where the Orcs, now flanked by the allied forces, put up a stronger resistance than anticipated (since their escape route was cut off and they are facing hated enemies), the Wizard of the party runs out of spells, and falls back on his Wand of MM. An above average intelligence Orc, however, steps in and Sunders the Wand. Now, the near helpless Wizard, rather than retreating, takes up his staff and steps up to the front to hold the line (Shield and Mage Armor supporting his courage). After the battle, part of the award might include Wpn Focus: Staff for the Wizard. In both of those examples, good and useful feats were given to characters who likely would never have actually chosen those feats. Both, however, also encourage heroic actions and deeper interaction with the game world. Also, both offer real bonuses without any possibility of overpowering a character or breaking the game. |
| #32zombiegleemaxAug 29, 2006 0:53:01 | First of all a couple of minor edits: 1) "perceived", not "percieved" (i before e except after c, remember?) 2) Ultimately, none of these should be used without the approval of the group’s PCs and each of the players. Don't you mean "DM" rather than "PCs"? As for the substance of the idea itself, I'm a bit more conservative about this kind of houserule. I think I could enjoy 1) as an alternative to a treasure incentive, particularly in a low magic game, but 2) and 3) seem to be taking things a bit far, imho. (Of course, I haven't actually playtested them myself.) It seems that increasing the number of feats on offer could lead to characters with a much broader skillset, since many feat trees are staggered by BAB increments, character levels, spellcaster levels etc., and others, such as some of the metamagic feats, only really become useful at higher levels. Which would be nice. I was looking at a Paladin build, and wanted to go with the mounted combat feat tree as well as the power attack tree, in addition to the ubiquitous weapon focus, but it would have taken way too many levels to get both going well. But fighters and "human" players might complain - if everyone gets lots of feats, they (especially fighters) lose their one big competitive advantage. Possibly you'd have to give them something extra again to compensate. Just my opinion, of course. |
| #33sirtoddAug 29, 2006 10:49:51 | soul_knife4359 is absolutely correct about the vast amount of feats available. But he is wrong when he asserts: 'More importantly, the multitude of feats seems to take away from character customization, in that a character can perform some actions (cinematically), yet they will have no impact on an encounter mechanically.' In my experience, feats have a definite impact mechanically on the game. While there are purely cinematic feats, they are rare not common. In fact the vast amount of available feats today makes it easy to build symmetry into your feat selection. This allows each feat to support or enhance the other feats to gain a great deal of power mechanically. Something which can be seen for example in power builds like the various Charge based builds, to name just one path. In other words the more variety available the easier it becomes to stack your feats in an effort to gain a great deal of power. He suggests expanding feats available to characters. But two of his options seem ridiculously generous. I have played in such games and they can be fun. But the most common version I have seen is a feat at every odd level. This gives you 10 feats versus the 7 that is standard. This gives about a 50% increase similar to the version 1 he offers which gives 11 feats. The power level of characters using such enhanced feat progressions is vastly more powerful, making it easier to gain difficult to achieve PrCs and expensive feats. This allows earlier entry to options that grant fairly powerful options. I wouldn't recommend using The 2nd or 3rd versions of his at all. And if you use the 11 feat (or 10 feat) progressions, be sure to restrict treasure to compensate. At least if you don't wish to rewrite the CR scale from scratch. |
| #34oravennasbrotherAug 29, 2006 12:56:29 | All these models address the problem of players wanting more feats, but not the question of "how do you keep any interest in a fighter, when their sole class ability is overshadowed by the feats received per level, particularly in model 3." I suppose you could increase the rate at which fighters get feats every time you went to a more generous model, but once you have 15 feats, more will tend to get redundant. Even leaving core behind, how many feats can one realistically expect anyone to need? I am aware that a 12th level fighter can spend 5 feats on a single weapon (WF to GWS plus Improved Critical) and enough different weapons might seem a way to spend feats, but again a point might be quickly reached where the extra feats were mostly unused. One question--this has been playtested, but to what levels? All the way to 20th on each model? Did you modify the Fighter class? If so, how? If not, did anyone play fighters (in each different model)? |
| #35issaruAug 29, 2006 16:04:46 | I use Model 3 in the current game I’m running, and it works fine without too overt a change in wealth if you do not include permanent items that give enhancement bonuses to Attributes, and remove the attribute increase at every fourth level, instead allowing the PCs to instead trade a feat for an attribute point. I have made other concessions, but they are irrelevant to this post as the PCs are also Gestalt characters. I would also like to say that I agree with everything else you have posted. I have found that in most "normal" games the struggle to survive (let's face it, somehow the published monsters have gotten tougher) usually takes the PCs from the story to hunting for tangible benefits that allow them to survive another day. |
| #36zombiegleemaxAug 29, 2006 16:23:18 | 1) You ignored the impact on Prestige Classes. Your increased number of feats dramatically increased the availability and dramatically lowers the level of attaining non-fighter and non-caster feats. This results in MANY more available prestige classes. 2) You indirectly are tremendously weakening Fighters, and few people consider Fighters to be over-powered. Even assuming your declaration that Model 1 does not affect the game significantly. The fighters main power/ability is the fact that they get the feats. By giving everyone so many feats, you remove their special power. In effect you have to reduce the power of a fighter. If the player wants more feats, play the fighter, don't play a barbarian and complain you don't have enough feats. Doing what you did is like saying "Characters are dying too soon. Everyone will now have d12's for hitpoints, regardless of the character class you play." The mages etc. will be happy but the Barbarians will be ticked at you and no one will play one. 3) Your base assumption is false. Feats are not just character defining things. You can define your character fine without the extra powers. You don't need to have all the archery based feats to be an archer. A real world example would be some one saying "If I can't own one of every single gun in the world, I am worthless as a gun fighter". You don't need all, you just need the one. The existence of others is for variety BETWEEN characters, not an increase in power of a single character |
| #372y1y1z2_dupAug 30, 2006 0:36:28 | These are good. I would recommend a 10% decrease in treasure for model 1, a 30% decrease for model 2, and a 50% decrease for model 3. I myself use a 10 % treasure decrease and this: 1st Feat 2nd 3rd Feat 4th 5th Feat 6th 7th Feat 8th 9th Feat 10th 11th Feat 12th 13th Feat 14th 15th Feat 16th 17th Feat 18th 19th Feat 20th |
| #38zombiegleemaxAug 31, 2006 9:20:33 | I noticed the same thing a few years back along with how little skills get used/developed by most characters. I allow characters (in addition to the standard progression) to trade in 1/2 of their base new skill points (e.g. 1 pt for a fighter, 4 pts for a rogue) for a feat when gaining a new level. I do restrict such obvious breaks as choosing a feat to gain more skill points. . . On the flip side I also tend to increase many prestige classes' requirements (particularly skills), forcing players to consider carefully how they will advance their characters. |
| #39zombiegleemaxSep 01, 2006 14:56:36 | While I can see why some would want to follow such a system, I strongly advise that only experienced DMs try this. When your group can slay everything in sight, regardless of whether it's because of too much treasure or too many feats, the game can become not fun and just about beating the next big Bad Guy in the book. Personally I think the system is fine and any granting of additional Feats or abilities to character will make it more of a munchkin fest then it already is. |
| #40psychoticpsymonSep 03, 2006 8:52:55 | I like the idea, but if you play with powergamers... *shudder* I like that you outlined ways to make this balanced. I hate it when people come on here with unfinished ideas, and this one is neat, playtested, and you seem to have a wealth of opinion on it. Bravo. |
| #41whiteraven810Sep 03, 2006 17:55:57 | Not to criticize, but I fear ramifications of granting so many feats will push casters up in power (with more access to Metamagic and Item Creation Feats) and lower the usefulness of the martial combatant (e. g. Fighter) because all the extra feats become something close to "too much". Another alternative to granting more feats, without drastically altering power level's, or pushing the Wizard and Fighter farther apart is to incorporate the ability increase every four hit dice. Put simply, every three hit dice a character gains a feat, and every four hit dice he can increase his ability scores. Why not blur the line? At the first, third, fourth, sixth, eight, ninth, twice on the twelfth, fifteenth, sixteenth, eighteenth, and twentieth, I let my player's either increase an ability score or choose a feat. Their call, one or the other. I also have a system for buying feats, but she's sorta in the shop while I refigure some XP costs for Metamagic and Heritage feats. |
| #42toptomcatSep 03, 2006 22:11:56 | The more feats other character classes get, the weaker the fighter is by comparison. In core d20, a fighter has nineteen lifetime feats, versus another character's seven. Twenty and eight in the case of a human- more than twice the feats other characters get. In your first, moderate variant, the fighter has twenty-two feats, versus another character's eleven- exactly twice. This remains playable. In your second, the fighter has thirty-one feats to another's twenty. Now the ratio is 3:2, and there starts to be little point in playing a fighter. A fighter playing under your third variant gets 38 feats to another character's 27- just 40% more. Now the fighter's edge is cut to virtually nothing. This could be dealt with either by accelerating the fighter's bonus feat progression to match that of other characters', or more radically by making more feats fighter-only. |
| #43zombiegleemaxSep 05, 2006 11:37:57 | Looks like the feat trees that allow for more feats would be good additions to low/no magic worlds/campaigns. It would give the PCs a sence of improvement that normally only magic brings. |
| #44PalomidesSep 05, 2006 20:33:30 | I agree that the number of feat should be increase, but I would propose something between the core model and the #1 model, because to many feats is the same as not enough feats, people will tend toward the same feats. I propose a level 1 + mod3 + mod4 feat gain progression ie Level 1 - feat Level 2 - Level 3 - feat Level 4 - feat Level 5 - Level 6 - feat Level 7 - Level 8 - feat Level 9 - feat Level 10 - Level 11 - Level 12 - feat Level 13 - Level 14 - Level 15 - feat Level 16 - feat Level 17 - Level 18 - feat Level 19 - Level 20 - feat |
| #45molten_dragonSep 05, 2006 21:13:18 | In the core rules a normal character gets 7 feats by level 20 and a fighter gets 18. The fighter gets roughly 2.57 times as many feats as a character with another class. If you increase the base number of feats to 11, the fighter would get 22, giving him 2 times as many feats as a character of another class. This means he is only 78% as effective (relatively speaking) as a core fighter. If you use the second option, the base number of feats is 20 and the fighter would get 31. He would then have 1.55 times as many feats as another character and be only 60% as effective (relatively) as a core fighter. If you use the third option, the base number of feats is 27 and the fighter would get 38. This is 1.41 times as many feats as the other characters, making him only about 55% as effective (relatively) as a core fighter. It's a decent way to make more powerful characters in a low-magic setting or to take away from the "treasure hunt" aspect of the game, but for it to work well for all the characters, you'd definitely have to give the fighters more bonus feats, or something else to compensate. |
| #46zombiegleemaxSep 06, 2006 10:26:00 | Interesting ideas. Certainly there's now a major issue in that even fighters can no longer hope to gather all the feats in a particular area. Really, the whole system needs redesigning (!), but your ideas provide a possible short term palliative. |
| #47zombiegleemaxSep 06, 2006 14:59:58 | I don’t mean they have everything that they need in the form of feats; I mean that the emphasis is moved away from treasure. Less of it is needed, but some items are still necessary. To address the problem with the fighter, it allows a straight 20 class fighter to master more fighting styles over their career than just the few that they normally have. Realize that at 20th level, the fighter would have 11 more feats than most characters (the exception being those classes that receive bonus feats). Also, the issue is lessened as there aren’t many players nowadays who are willing to go straight 20 class fighter, with all the PRCs out there. The point is not to take away from the fighter or any other class, but to allow for more customization on the part of the player. |
| #48zombiegleemaxSep 10, 2006 15:34:40 | To Mystyc – as I said, number 3 was tested up to 24th level. Number 2 was tested up to 18th level, and number 1 is being used currently, with a party at 15th level. All things considered, it's all been going pretty well. |
| #49zombiegleemaxSep 11, 2006 10:48:32 | I personally like the idea of increasing the Feats slightly. The first model seemed more than adequate to me, and if the vanilla meat-shields are going to complain, let them get 2 Feats every few levels or something. That's all they really care about anyway, is being able to do their Whirlwind Attacks and their Ride-By Cleaves and their iPod shadow-dancing...I'm not sure about that last one, but anyway. |
| #50oakspar77777Sep 12, 2006 19:32:34 | We can be assured that NO model will ever be broken if the challenges are raised to the strength of the party. You can start the party out with 15 feats if you like and 300,000gp each, if you want. You can even have an unbroken game. All you have to do is drop things like Ogre Magi and Medusa to CR1. Of course, everyone can see the weakness in that, as the party would all be one hit kills with superpowered offence and good defence (defence not growing as fast as offence to counterbalance the accumulation on hp over levels). So, if a model works for you, the question is never "power level," as that only tells you if you need to increase the encounter levels (or decrease them if, indeed, monsters are now being undervalued for their CR). Rather, you need to ask yourself if "more feats = more fun." On the one hand, yes, it does mean that, as players enjoy having powerful characters. HOWEVER, the more powerful the characters, the more alike they become. The small classic party of Fighter, Cleric, Rogue, and Wizard consist of four weak characters, who together are strong. Each one is VERY distinct. Take that into a high powered gestalt campaign with a Fighter/Cleric, a Cleric/Wizard, a Rogue/Sorcerer, and a Wizard/Barbarian. Where is the individuality? The Fighter can now buff and heal himself, the Cleric can now blow up the enemy, the Rogue can now buff and turn invisible on his own, and the Wizard can soak more damage than anyone else in the party. Individuality is lost. Now, giving out multiple feats does the same thing (as has been mentioned by many posters here). It makes the characters each a little more independent, and thus, makes group play more about the self, and that is less fun for everyone. After all, group enjoyment is what D&D is about, not some sort of gratuitous self fulfillment in front of others. So, if a character wants extra feats for reasons of character development, have them roleplay for them, and give them out with good cause, as I mentioned before. That way, you, as the DM have control not only on the power level of the game, but also on the individuality of the characters. Also, this gives you a use for all of those otherwise neglected cinematic and skill feats. |
| #51zombiegleemaxSep 14, 2006 14:02:24 | Then again, a fighter who had the option of taking [Combat] feats from K's (I think a.k.a. Frank Trollman) Races of War might not be so hampered. |
| #52zombiegleemaxSep 20, 2006 3:52:55 | Mike Mearls' Iron Heroes already does pretty much everything suggested on this thread. More feats, tiered feats, and a non-sucky fighter equivalent (instead of just getting a lot of bonus feats, he gets some "wildcard feats" which he can change daily, to represent the true breadth of his warrior talents). |
| #53purinadragonchowSep 20, 2006 16:47:47 | I think a few extra feats are a good idea. Otherwise, basically every character who takes certain prestige classes is basically the same because if the feat requirements. Although it IS possible to abuse this system, I find that I often want to take feats for character development purposes, not to stack them up and power game, but I can’t do it or I’ll never get into the prestige classes I want to take. But on the subject of how this gimps the fighter – do all of you actually see a lot of people playing fighters through to 20th level? I’m playing a human fighter in a game now, and I took two flaws so I could get a couple of feats that are of very limited use, but that suit my character concept. When I talked to my DM about the character, he was shocked, because “Nobody ever plays a straight fighter.” |
| #54zombiegleemaxSep 22, 2006 14:57:31 | do all of you actually see a lot of people playing fighters through to 20th level? I’m playing a human fighter in a game now, and I took two flaws so I could get a couple of feats that are of very limited use, but that suit my character concept. When I talked to my DM about the character, he was shocked, because “Nobody ever plays a straight fighter.” Finally, someone has mentioned the white elephant in the room. Honestly, how many people actually play fighters past 5th or 6th level nowadays anyway? If you're playing just the core rulebooks, ok, but if you're using much more than that, people won’t end up playing that fighter for very long anyway. |
| #55zombiegleemaxSep 25, 2006 15:16:19 | The other issue that I have not seen anyone mention is the fact that a Fighter is going to be taking combat only feats. Most other classes will not be taking Cleave or Power Attack so therefore not making the Fighter useless. I'm not going to use my extra feats for my Arcane Caster to take Combat Expertise, Improved Trip, etc. The few combat related feats I can think of off the top of my head that are useful are Weapon Finesse if you use a Dagger rather than a Staff, Point Blank shot and then Precise Shot for flinging all those ranged touch attacks into melee. Sure you have the option of taking more metamagic feats but how many of us are going to be stacking still and silent spells EVERY battle to make our level 1 spells waste a 7th level slot?!? We save those for situations where they are the only way out for lack of a better description. The only option I see is the PrC issue. Which can be remedied by imposing a level requirement equal to when you would normally be able to take the PrC according to standard feat acquisition. Although I can't think of many PrCs that don't have some sort of skill requirement by rank which enforces a 'soft' or unspoken level requirement already. |