A feat per level

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AndreiChekov
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Post by AndreiChekov »

I can't be assed to look for it, but koumei made a list of feats that she ran for a sort of normal 3.x game. Its somewhere in the homebrew tab.
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OgreBattle
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Post by OgreBattle »

http://tgdmb.com/viewtopic.php?t=55977

"
Aberrant Blood: gives like five of the Aberrant Feats from Calamari Cookbook
Apprentice/Mentor
Aura of Courage: as the Paladin class feature
Aura of Fear: 30' radius, Will vs Shaken, Charisma-based
Beckon the Frozen
Broker of the Infernal
Combat Tactician: Short Haft + Stand Still + Cometary Collision + Defensive Sweep
Corpse Crafter: Crafter + Deadly Chill + Retribution + Hardened + Nimble
Craft Golem
Craft Wondrous Item
Draconic Legacy: Heritage + Skin + Resistance + Pact + Lineage
Elemental Immunity
Elemental Spell Mixture: Substitution (+0), Admixture (+4), 3 Thunders (+0), Uttercold (+0)
Evasion
Extend Spell: Extend (+1), Persistent (+6)
Fey Heritage: Heritage + Skin + Presence + Legacy + Nymph's Kiss
Fly-By Attack
Ghost Hunter: any weapon has 50% chance to hit, hear incorporeal normally, armour is Ghost Touch
Horde Breaker: Combat Reflexes + Great Cleave
Infernal Heritage: Tanar'ri or Baatezu Subtype, Resistance = HD rather than Immunity
Landlord
Mage Slayer: no defensive casting, all damage is ongoing, ignore Deflect
Magical Beast Companion (for Animal Companions or Familiars)
Magical Beast Form (for Berserkers with Bear Form, and for Wild Shapers)
Master of Manoeuvres: Improved Grapple/Grab/Trip/Disarm/Bullrush + Defensive Throw
Mounted Archery: Mounted Combat + Mounted Archery + Improved MA + Rapid Shot
Mounted Combat: Mounted Combat + Ride-By-Attack + Trample + Spirited Charge
Natural Spell
Perfect Aim: Precise Shot + Point Blank Shot + Far Shot + Rapid Reload
Perfect Two Weapon Fighting
Polyglot
Powerful Spell: Empower (+2), Maximise (+4), Explosive (+1), Intensify (+7)
Quicken Spell (+4)
Shaped Spell: Sculpt (+0), Widen (+1), Split Ray (+2), Reach (+1), Chain (+3)
Soul Eater: Devour the Soul + Craft of the Soulstealer + Essence Gourmand
Subtle Spell: Still (+0), Silent (+0), Delay (+0)
Tomb-Tainted Soul
Toxin Immunity
Universal Proficiency (all Armour, Weapons, Shields)
Weapon Finesse: can use Dex rather than Str for attacks, can use Int rather than Str for damage, does not have to use both
Whirlwind Attack
Wild Empathy
Wings
Zen Archery
"
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Judging__Eagle
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Post by Judging__Eagle »

The other side of "scaling feats" isn't 1 Feat/level.

It's probably closer to 1/2 CR (round up) Feats/Session. Narratively (and realistically), characters generally perform a feat before they realize they can do so consistently; and non-[Tome] feats being handed out like candy are going to bring the Non-caster on par w/ the Full-Caster faster than making the Non-caster's feats come in big stacks.

The option to buy "your current level" from a scaling [Tome] feat would also help break up the feeling like there are only a few "good [Tome] feats". When really it's the specific abilities of a feat that are the best parts of the whole feat.

For example; if you "already" have the +0/+1 Abilities of Whirlwind to "move & attack threatened targets"; you could keep buying the "better" Whirlwind powers, or pick up a higher tier power from a different stacking feat (without its lower end options). In this way a player will not necessarily get the "best" powers out of their cherry-picked feat-trees; but will also no feel like they made a mistake in their feat choices every encounter; since they've been able to pick effective options from a variety of feats every level (or session).

This isn't a great idea, making feats into a page every character marks down which options they've currently unlocked will be more complicated; and PCs might have "higher" tier powers that are worthless b/c the PC needs the initial abilities of a feat to even use.


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An other direction might be to make Feats more like spells as K suggests. Even going so far as to make "Active Feats" simply be CR-based spellslots; and reserve all "Passive Feats" to 1/CR or 1/3 CRs.

That way you can actually see scenes where the whole team can do a specific "cool thing" in tandem; but are just as likely to use Feats that benefit their characters schtick.

==========

Making Feats the de facto "spell slots" of all non-casters; and giving casters no feats at all is probably an other direction still.
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The last option; that I've actually seen as being effective?

The Referee give Bonus Feats every session based on the character's actions or player's descriptions.

I saw this work in the Wheel of Time d20 RPG a friend was running; sure the feats are totally ass to spend 1/3 level Feats on, but getting them for free is a steady way to keep your characters from collapsing under the BS that is the "Wheel of the Endless Diatribes" tendency to shit on non-casters; and piss on spellcasters.
Last edited by Judging__Eagle on Sun Sep 04, 2016 8:08 pm, edited 1 time in total.
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