Chris_Nightwing
First Post
I am still puzzled by the option to spend a feat to increase an ability score - I don't see how you can balance a +1 when the nature of that +1 changes according to whether you have an odd or even ability score. If you start with a 16, then it will cost you 4 feats to achieve your maximum potential, but if you start with a 17, it will cost you only 3. So is +2 to hit, damage, some skill checks and some class features as good as 3 feats, or 4? It gets worse if you decide to stop at 18, where the disparity is between 1 or 2 feats.
So, I thought an easier option might be to offer simple, straightforward increases that don't involve your ability scores. When I think of simple games like Descent or Runebound, your options to increase your power are really just more of X or more of Y - and there's no funny system that makes some increases useless until later. So how about, instead of a fully-fleshed out feat, you pick one of the following:
- +1 to hit (could be split into melee, ranged, magic)
- +2 damage (could also be split)
- +1 to saving throws
- +1 to your AC
- +2 initiative
- +1 HP per level
- +1 to the DC of your spells
- weapon proficiency
- armour or shield proficiency
- gain a spell slot (level 1 the first time, 2 the second, and so on, pick a spellcaster to mimic for how your preparation works)
- gain or improve a number of skills
There might be some more simple options I've forgotten. To prevent excessive abuse I wouldn't allow the numerical feats to be chosen twice until level 11+. Each of these options gives you a simple mechanical boost, whilst allowing you to specialise your character to some degree, or to customise them outside of their usual paradigm. A straight-up fighter will probably grab the to-hit bonus, damage, then perhaps initiative or AC depending on the role they play in combat. A spellcaster will be looking at increased DCs, or additional spell slots. If you want to multiclass-lite, you can grab a weapon or armour proficiency you want, or start casting spells.
These very basic feats are deliberately flavourless, designed to be a quick choice that shows your character's improvement or broadening. I think they work better than ability score increases. Thoughts?
So, I thought an easier option might be to offer simple, straightforward increases that don't involve your ability scores. When I think of simple games like Descent or Runebound, your options to increase your power are really just more of X or more of Y - and there's no funny system that makes some increases useless until later. So how about, instead of a fully-fleshed out feat, you pick one of the following:
- +1 to hit (could be split into melee, ranged, magic)
- +2 damage (could also be split)
- +1 to saving throws
- +1 to your AC
- +2 initiative
- +1 HP per level
- +1 to the DC of your spells
- weapon proficiency
- armour or shield proficiency
- gain a spell slot (level 1 the first time, 2 the second, and so on, pick a spellcaster to mimic for how your preparation works)
- gain or improve a number of skills
There might be some more simple options I've forgotten. To prevent excessive abuse I wouldn't allow the numerical feats to be chosen twice until level 11+. Each of these options gives you a simple mechanical boost, whilst allowing you to specialise your character to some degree, or to customise them outside of their usual paradigm. A straight-up fighter will probably grab the to-hit bonus, damage, then perhaps initiative or AC depending on the role they play in combat. A spellcaster will be looking at increased DCs, or additional spell slots. If you want to multiclass-lite, you can grab a weapon or armour proficiency you want, or start casting spells.
These very basic feats are deliberately flavourless, designed to be a quick choice that shows your character's improvement or broadening. I think they work better than ability score increases. Thoughts?