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Old 03-02-2012, 05:16 PM   Top  -  End  -  #1
Bakkan
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Default [3.5] Improving and Scaling Core Mundane Feats (WIP)

I am rewriting some of the core feats, primarily those for mundane fighters and skill monkeys, to be better and properly scale with level. I have several reasons for doing this.

First, I want to eliminate some of the "trap" options that exist in Core, such as Weapon Focus or Toughness, that are considered "standard" feats, and which in most cases are not worth a feat slot, usually because the bonus(es) it gives are so small that they rarely matter except at low levels. I want to correct this by 1) improving the base ability of the feat and/or 2) causing the power of the feat to increase as the character levels. As much as possible, I wish for all of these feats to be useful through all levels.

Second, I want to make the Fighter obsolete. I love the Tome of Battle and encourage any player wanting to make a melee character to consider using that book. As good as the Tome of Battle is, however, a fighter dip is still often considered simply because of how many feats are required to make some archetypes work (such as two-weapon fighting or archery). Therefore I combine feat trees into a single feat that scales with character level, base attack bonus, or some other metric.

Third, I want to increase the power of mundane combat, even mundane combat by Tier 3s. I like playing and running mid- to high-op games, but many of my players are not willing or able to optimize to that degree, so by increasing the power of the feats, they can look at their options, choose the most obvious one, and still perform well.

Finally, I want to make a major change with a minimum of work and confusion. I could rewrite every class; I feel that rewriting feats will be more efficient. I could change to a different system that does it better; I (and my groups) are unlikely to find the time to learn a new system soon and I like the base mechanics of D&D.

As an example of what I'm trying to do, I hold up my favorite core feat for mundanes: Power Attack. The feat adds another dimension to melee combat by introducing a non-trivial choice to be made. It works well with all kinds of attacks (except ranged; more on that later), including maneuvers, and synergizes well with Improved Trip. It scales well, allowing it to remain relevant through most of the game. I would like for every feat I rewrite to be close to Power Attack in power.

Below, I will post my current versions of the feats that I have rewritten, most with commentary. Any comments, constructive criticisms, or questions are welcome. Also feel free to point out any and all typos (however, note that I am using American spelling if it comes up). If you like what you see, feel free to use it in your game, I just ask that you let me know how it goes, as my ability to playtest all of these is limited.

I will only post a few feats at a time so that I can get feedback on those few before moving one to some more. I hope that the discussion can be more focused this way.

So, without further ado, here are the current versions of the revised core feats:

Additional Feat Rules
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Feat List (NEW!)
This is the listof general feats from the Player's Handbook. The notation used here is as follows: [good] means the feat, as found in the Player's Handbook or the SRD, is good enough to use as written and will not be addressed here; [bad] means the feat may need to be updated, but currently doesn't have a rewrite in this thread; [WIP] means a version of the feat is in the thread but is missing some vital parts; and [redone] means the feat needed a rewrite and has received one in this thread, but is still open for review.

Note: When in doubt, or when I have not thought about a particular mundane fead, I have given it the [bad] label to essentially "mark it for review." I am certain that some of the feats marked [bad] I will change to [good] at some point. Feel free to make an argument for why a particular feat is good enough as written.

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Weapons
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Combat Styles (NEW!)
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Armor and Shield Proficiencies (NEW!)
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Saves
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Skills
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Miscellaneous
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Old 03-02-2012, 05:17 PM   Top  -  End  -  #2
Bakkan
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

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Old 03-02-2012, 05:19 PM   Top  -  End  -  #3
Bakkan
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

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Old 03-02-2012, 05:40 PM   Top  -  End  -  #4
Axier
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

I like the scaling feats idea, but it does kind of make things a little too easy, and some of the bonuses I feel are a tad high, but the skill monkey inside me loves the idea of having +9 to so many skills.

As for making the fighter obsolete, I really would rather see making the fighter better. The Tome of Battle in my mind is still just too easy. It's one of those things that goes back to my personal opinion of "D&D shouldn't turn into a video game where you kill everything as effectively as possible and forget the roleplay.", but then again, I am kinda munchkin like at heart. I just don't like to see so much non-magical magic being a martial class. I would rather just see successful martial classes without supernatural magic-esque abilites.

Also, I still love to play the fighter, just because Its more fun to optimize than something that I just pick a few things and supermode is engaged...

Still, I like the scaling feat concept just because it makes the feats much more effective.
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Old 03-02-2012, 07:57 PM   Top  -  End  -  #5
NeoSeraphi
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

Weapon Finesse looks fine, but it should have a minimum Dex requirement. Even just 13, like Power Attack does for Strength. Won't be that big of a deal for anyone who wants to take it, but without any kind of prerequisite it just feels out of place in Core.
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Old 03-03-2012, 12:10 AM   Top  -  End  -  #6
The Troubadour
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

So, with the cost of a single feat, I can use DEX for attack, AC and damage?

Also, why do the saves and skills feats scale, when the saves and the skills already scale by themselves? You'd be simply piling up a large static bonus onto another.
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Old 03-03-2012, 12:56 AM   Top  -  End  -  #7
Grod_The_Giant
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

Quote:
Originally Posted by The Troubadour View Post
So, with the cost of a single feat, I can use DEX for attack, AC and damage?
Yes, and it's a 100% reasonable feat. Mundane characters are allowed to have nice things; this feat does what the original ought to; that is, remove a little bit of MAD from classes that really don't deserve it. Heck, I'd support something like this being part of the core rules, instead of having to take a feat for it.

Quote:
Also, why do the saves and skills feats scale, when the saves and the skills already scale by themselves? You'd be simply piling up a large static bonus onto another.
Because skills and saves do scale. When your total Hide modifier is +6, a +2 bonus is meaningful. When your total Hide modifier is +30, a +2 bonus is insignificant. Scaling feats keep themselves relevant at high levels without being overpowered at low ones, which is what they should do. Feats like "Nimble Fingers" and "Endurance" that are really just traps for inexperienced players should not exist, period. You only get seven feats over twenty levels, and they're a critical part of customizing your character. They should all do something useful in the end.
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Old 03-03-2012, 10:37 AM   Top  -  End  -  #8
The Troubadour
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

Quote:
Originally Posted by Grod_The_Giant View Post
Yes, and it's a 100% reasonable feat. Mundane characters are allowed to have nice things; this feat does what the original ought to; that is, remove a little bit of MAD from classes that really don't deserve it.
As a 4th Edition player/DM, I agree with you - in theory. In practice, I think DEX is a much stronger attribute in 3.5 than in 4E. I don't think this will affect two-handed weapon fighters at all, but I do think a feat like this would obsolete sword-and-board fighters.
I don't know. Would you be opposed to it using only half DEX mod for damage? I think it would be fine, then.

Quote:
Because skills and saves do scale. When your total Hide modifier is +6, a +2 bonus is meaningful. When your total Hide modifier is +30, a +2 bonus is insignificant. Scaling feats keep themselves relevant at high levels without being overpowered at low ones, which is what they should do.
But that only leads to bonus inflation! When you have a +32 bonus just from skill ranks/scaling feat, what's the point of even rolling the die unless it's for a contested roll?
It's not like I'm opposed to the idea of the bonuses scaling - I just think they may be scaling too high. Or perhaps I'm misinterpreting the game's intended overall scaling?
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Old 03-03-2012, 02:10 PM   Top  -  End  -  #9
Bakkan
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

Thank you all for your input, let me respond to some of the comments so far.

Quote:
Originally Posted by Axier View Post
I like the scaling feats idea, but it does kind of make things a little too easy, and some of the bonuses I feel are a tad high, but the skill monkey inside me loves the idea of having +9 to so many skills.

As for making the fighter obsolete, I really would rather see making the fighter better. The Tome of Battle in my mind is still just too easy. It's one of those things that goes back to my personal opinion of "D&D shouldn't turn into a video game where you kill everything as effectively as possible and forget the roleplay.", but then again, I am kinda munchkin like at heart. I just don't like to see so much non-magical magic being a martial class. I would rather just see successful martial classes without supernatural magic-esque abilites.

Also, I still love to play the fighter, just because Its more fun to optimize than something that I just pick a few things and supermode is engaged...

Still, I like the scaling feat concept just because it makes the feats much more effective.
I think this is a difference in desired playstyle. I know a lot of people (probably most people) prefer play at the low T3-high T4 level. I prefer to play at the high-T3-Low T1 level. As far as making the Fighter obsolete, I only mean obsolete in terms of the mechanical class. I don't want a class whose only or primary class feature is "more feats" to be necessary. Fluff-wise, there's nothing that a Fighter can do that a Warblade, Crusader, Swashbuckler, Barbarian, or any of many other classes can't.

Quote:
Originally Posted by NeoSeraphi View Post
Weapon Finesse looks fine, but it should have a minimum Dex requirement. Even just 13, like Power Attack does for Strength. Won't be that big of a deal for anyone who wants to take it, but without any kind of prerequisite it just feels out of place in Core.
An excellent point, and a clear oversight on my end. Fixed.

Quote:
Originally Posted by The Troubadour View Post
So, with the cost of a single feat, I can use DEX for attack, AC and damage?

Also, why do the saves and skills feats scale, when the saves and the skills already scale by themselves? You'd be simply piling up a large static bonus onto another.
Quote:
Originally Posted by Grod_The_Giant View Post
Yes, and it's a 100% reasonable feat. Mundane characters are allowed to have nice things; this feat does what the original ought to; that is, remove a little bit of MAD from classes that really don't deserve it. Heck, I'd support something like this being part of the core rules, instead of having to take a feat for it.

Because skills and saves do scale. When your total Hide modifier is +6, a +2 bonus is meaningful. When your total Hide modifier is +30, a +2 bonus is insignificant. Scaling feats keep themselves relevant at high levels without being overpowered at low ones, which is what they should do. Feats like "Nimble Fingers" and "Endurance" that are really just traps for inexperienced players should not exist, period. You only get seven feats over twenty levels, and they're a critical part of customizing your character. They should all do something useful in the end.
Grod_The_Giant has excpressed my opinion on the subject perfectly, and I agree that making a part of the core rules should have been done in the beginning. If I were rewriting the whole system rather than just the feats, I would likely be making that change.

Quote:
Originally Posted by The Troubadour View Post
As a 4th Edition player/DM, I agree with you - in theory. In practice, I think DEX is a much stronger attribute in 3.5 than in 4E. I don't think this will affect two-handed weapon fighters at all, but I do think a feat like this would obsolete sword-and-board fighters.
I don't know. Would you be opposed to it using only half DEX mod for damage? I think it would be fine, then.

But that only leads to bonus inflation! When you have a +32 bonus just from skill ranks/scaling feat, what's the point of even rolling the die unless it's for a contested roll?
It's not like I'm opposed to the idea of the bonuses scaling - I just think they may be scaling too high. Or perhaps I'm misinterpreting the game's intended overall scaling?
It would not obsolete sword-and-board fighters any more than they already are. As it currently stands, the only way to make sword-and-board viable in the level of play I like is to use ToB. And if you are going that way, then you can use Dex, but then you are restriced to a lower weapon die. You'd save a feat and likely have as much AC simply by keeping Strength as your primary stat.

Also, while I can't speak to the game's "intended" scaling, the fact is that bonuses do scale quickly. If I have a character with a specialty skill (such as a caster with Spellceaft) I expect to auto-succeed on all but the most important checks starting at or around level 10. And I think this is appropriate. Once you're at the mid-levels, you're talking about truly superhuman characters, who should automatically succeed at things like identifying spells as they're cast or jumping a 20-ft chasm from a standing position.


Thanks for the comments! Keep them coming. Any thoughts regarding the save or skill feats?
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Old 03-17-2012, 12:54 PM   Top  -  End  -  #10
Bakkan
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

Hello everyone! I'm back with rewrites of many of the combat style feats (archery and two-weapon fighting). More to come! Please let me know what you think I should do with some of the other feats. I've put a list of all the General feats from the PHB in my first post so we can keep track of what feats have been fixed and which have not.

Thanks for your help!

UPDATE! Added new versions of the armor and shield proficiency feats, and some miscellaneous feats (cleave, dodge, improved initiative, mobility, and toughness), and a weapon feat, improved critical.
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Last edited by Bakkan : 03-17-2012 at 10:56 PM.
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Old 03-18-2012, 09:48 AM   Top  -  End  -  #11
Nakun
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Default Re: [3.5] Improving and Scaling Core Mundane Feats (WIP)

For your skills, I thought I read in an earlier version that your +2 to two skills made those skills class skills for the character. That should be added in as it allows the ranks to go up.

For your combat feats, it seems odd to me that all the TWF feats were condensed (more or less) and the archery feats weren't. But, ignoring that, having a feat that allows you to provide covering fire or something would be neat; probably should have rapid shot and many shot as prereqs, but then allow you to put the hurt on an area or group of foes as a full round action or something.
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