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I've read at least one post on here bringing up the idea of changing
the feats system so that characters receive a feat every level instead
of every third level. I thought I'd take a stab at reducing the power
of some core feats to see what such "lesser" feats might look like.
I'm not perfectly satisfied with the results. Firstly, the exercise
resulted in feats that were mostly at half-power from the original, not
one-third power. I can live with that, though, especially in cases
where the original feat was a bit weak to begin with.
A greater problem is that I turned to the device of "limited uses per
encounter" to scale back some feats. This incurs more recordkeeping
overhead and also doesn't jibe with the "always-on" fundamental nature
of feats, which is part of what distinguishes them from special
abilities. So I'd be interested to hear if anyone has ideas on how to
fix that.
Below is a representative sample of core feats in reduced form. Pick
'em over and tell me why it will or won't work.
(Disclaimer: Obviously, a lot of game mechanics assume that you'll be
at a minimum character level by the time you get a particular feat. I
haven't done that much work rewriting the reduced feats yet, but I'm
aware that it would need to be done at some point. This is just a
quick initial look at the picture.)
--Iss
* * * * * * * * * *
Alertness: +1 to Listen and Spot. Can take feat twice.
Armor Proficiency, Light: gain proficiency in one light armor. Can
take feat multiple times.
Armor Proficiency, Medium: gain proficiency in one medium armor. Can
take feat multiple times. (req. Str 11)
Armor Proficiency, Heavy: gain proficiency in one heavy armor. Can take
feat multiple times. (req. Str 13)
Cleave: as original feat, but 1 use per encounter. Can take feat
multiple times.
Combat Casting: as original feat, but +2 to Conc checks. Can take feat
twice.
Combat Expertise: as original feat, but limit of +2 to AC, -2 to
attack. Can take feat multiple times.
Combat Reflexes: make 1 additional AoO per round, up to Dex bonus. Can
take feat multiple times.
Improved Combat Reflexes: make AoO while flat-footed. (req. Combat
Reflexes)
Craft Wondrous Item: as original feat, but only items up to CL 6.
Improved Craft Wondrous Item: craft wondrous items up to CL 12. (req.
Craft Wondrous Item)
Greater Craft Wondrous Item: craft wondrous items up to CL 20. (req.
Imp. Craft Wondrous Item)
Dodge: as original feat, but -1 to AC vs foes other than designated
foe.
Improved Dodge: as original Dodge feat. (req. Dodge)
Greater Dodge: +1 dodge to AC vs. all foes. (req. Imp. Dodge)
Extend Spell: as original feat, but 1 spell/day.
Improved Extend Spell: as original Extend Spell feat. (req. Extend
Spell)
Great Fortitude: as original feat, but +1 to Fort saves. Can take feat
twice.
Improved Bull Rush: perform bull rush w/o provoking AoO. (req. Str 13,
Power Attack)
Greater Bull Rush: +4 to opposed Str check when performing bull rush.
(req. Imp Bull Rush)
Accurate Critical: +1 to confirm critical hit with chosen weapon. (req.
proficient, BAB +4)
Improved Accurate Critical: +2 to confirm critical hit with chosen
weapon. (req. Accurate Critical, BAB +6)
Improved Critical: as original feat, but requires Acc Crit and Imp Acc
Crit.
Improved Initiative: as original feat, but +2 bonus.
Greater Initiative: as original Imp Init feat. (req. Dex 13, Imp Init)
Improved Turning: as original feat, but 1 use/day. Can take feat
multiple times.
Unarmed Strike: unarmed attacks deal lethal or nonlethal damage, at
your option.
Improved Unarmed Strike: make unarmed attack w/o provoking AoO. (req.
Unarmed Strike)
Leadership: as original feat, but cohort and followers do not
improve/advance as character gains levels.
Improved Leadership: use cohort/followers table up through character
level 12. (req. Leadership)
Greater Leadership: use cohort/followers table up through character
level 20. (req. Improved Leadership)
Mobility: as original feat, but +2 dodge bonus to AC. Can take feat
twice. (req. Dex 13, Improved Dodge)
Mounted Combat: as original feat, but 1 use/encounter. Can take feat
multiple times.
Point Blank Shot: +1 to attack w/ ranged weapon at up to 15 feet.
Improved Point Blank Shot: +1 to attack and damage w/ ranged weapon at
up to 15 feet. (req. Point Blank Shot)
Greater Point Blank Shot: as original Point Blank Shot feat. (req. Imp
Point Blank Shot)
Power Attack: as original feat, but limit of +2 to damage, -2 to
attack. Can take feat multiple times.
Quick Draw: as original feat, but light melee weapons only.
Improved Quick Draw: quick draw one-handed melee weapons only. (req.
Quick Draw)
Greater Quick Draw: as original Quick Draw feat. (req. Imp Quick Draw)
Rapid Shot: as original feat, but -4 penalty to attack.
Improved Rapid Shot: reduce Rapid Shot penalty to -2. (Rapid Shot)
Skill Focus: as original feat, but +2 bonus.
Track: as original feat, but +3 to DCs.
Improved Track: as original Track feat.
Two-Weapon Fighting: as original feat, but primary hand penalty lessens
by 1, off hand penalty by 3.
Practiced Two-Weapon Fighting: as original Two-Weapon Fighting feat.
(req. 2-Wp Fighting)
Weapon Finesse: as original feat, but apply max Dex bonus of +2.
Improved Weapon Finesse: as original Weapon Finesse feat. (req. Weapon
Finesse)
I've read at least one post on here bringing up the idea of changing
the feats system so that characters receive a feat every level instead
of every third level. I thought I'd take a stab at reducing the power
of some core feats to see what such "lesser" feats might look like.
I'm not perfectly satisfied with the results. Firstly, the exercise
resulted in feats that were mostly at half-power from the original, not
one-third power. I can live with that, though, especially in cases
where the original feat was a bit weak to begin with.
A greater problem is that I turned to the device of "limited uses per
encounter" to scale back some feats. This incurs more recordkeeping
overhead and also doesn't jibe with the "always-on" fundamental nature
of feats, which is part of what distinguishes them from special
abilities. So I'd be interested to hear if anyone has ideas on how to
fix that.
Below is a representative sample of core feats in reduced form. Pick
'em over and tell me why it will or won't work.
(Disclaimer: Obviously, a lot of game mechanics assume that you'll be
at a minimum character level by the time you get a particular feat. I
haven't done that much work rewriting the reduced feats yet, but I'm
aware that it would need to be done at some point. This is just a
quick initial look at the picture.)
--Iss
* * * * * * * * * *
Alertness: +1 to Listen and Spot. Can take feat twice.
Armor Proficiency, Light: gain proficiency in one light armor. Can
take feat multiple times.
Armor Proficiency, Medium: gain proficiency in one medium armor. Can
take feat multiple times. (req. Str 11)
Armor Proficiency, Heavy: gain proficiency in one heavy armor. Can take
feat multiple times. (req. Str 13)
Cleave: as original feat, but 1 use per encounter. Can take feat
multiple times.
Combat Casting: as original feat, but +2 to Conc checks. Can take feat
twice.
Combat Expertise: as original feat, but limit of +2 to AC, -2 to
attack. Can take feat multiple times.
Combat Reflexes: make 1 additional AoO per round, up to Dex bonus. Can
take feat multiple times.
Improved Combat Reflexes: make AoO while flat-footed. (req. Combat
Reflexes)
Craft Wondrous Item: as original feat, but only items up to CL 6.
Improved Craft Wondrous Item: craft wondrous items up to CL 12. (req.
Craft Wondrous Item)
Greater Craft Wondrous Item: craft wondrous items up to CL 20. (req.
Imp. Craft Wondrous Item)
Dodge: as original feat, but -1 to AC vs foes other than designated
foe.
Improved Dodge: as original Dodge feat. (req. Dodge)
Greater Dodge: +1 dodge to AC vs. all foes. (req. Imp. Dodge)
Extend Spell: as original feat, but 1 spell/day.
Improved Extend Spell: as original Extend Spell feat. (req. Extend
Spell)
Great Fortitude: as original feat, but +1 to Fort saves. Can take feat
twice.
Improved Bull Rush: perform bull rush w/o provoking AoO. (req. Str 13,
Power Attack)
Greater Bull Rush: +4 to opposed Str check when performing bull rush.
(req. Imp Bull Rush)
Accurate Critical: +1 to confirm critical hit with chosen weapon. (req.
proficient, BAB +4)
Improved Accurate Critical: +2 to confirm critical hit with chosen
weapon. (req. Accurate Critical, BAB +6)
Improved Critical: as original feat, but requires Acc Crit and Imp Acc
Crit.
Improved Initiative: as original feat, but +2 bonus.
Greater Initiative: as original Imp Init feat. (req. Dex 13, Imp Init)
Improved Turning: as original feat, but 1 use/day. Can take feat
multiple times.
Unarmed Strike: unarmed attacks deal lethal or nonlethal damage, at
your option.
Improved Unarmed Strike: make unarmed attack w/o provoking AoO. (req.
Unarmed Strike)
Leadership: as original feat, but cohort and followers do not
improve/advance as character gains levels.
Improved Leadership: use cohort/followers table up through character
level 12. (req. Leadership)
Greater Leadership: use cohort/followers table up through character
level 20. (req. Improved Leadership)
Mobility: as original feat, but +2 dodge bonus to AC. Can take feat
twice. (req. Dex 13, Improved Dodge)
Mounted Combat: as original feat, but 1 use/encounter. Can take feat
multiple times.
Point Blank Shot: +1 to attack w/ ranged weapon at up to 15 feet.
Improved Point Blank Shot: +1 to attack and damage w/ ranged weapon at
up to 15 feet. (req. Point Blank Shot)
Greater Point Blank Shot: as original Point Blank Shot feat. (req. Imp
Point Blank Shot)
Power Attack: as original feat, but limit of +2 to damage, -2 to
attack. Can take feat multiple times.
Quick Draw: as original feat, but light melee weapons only.
Improved Quick Draw: quick draw one-handed melee weapons only. (req.
Quick Draw)
Greater Quick Draw: as original Quick Draw feat. (req. Imp Quick Draw)
Rapid Shot: as original feat, but -4 penalty to attack.
Improved Rapid Shot: reduce Rapid Shot penalty to -2. (Rapid Shot)
Skill Focus: as original feat, but +2 bonus.
Track: as original feat, but +3 to DCs.
Improved Track: as original Track feat.
Two-Weapon Fighting: as original feat, but primary hand penalty lessens
by 1, off hand penalty by 3.
Practiced Two-Weapon Fighting: as original Two-Weapon Fighting feat.
(req. 2-Wp Fighting)
Weapon Finesse: as original feat, but apply max Dex bonus of +2.
Improved Weapon Finesse: as original Weapon Finesse feat. (req. Weapon
Finesse)
