Toying with the idea of giving out extra feats


Advice


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I love feats a lot, but considering how precious few we get, for optimization's sake, one feels the need to skip all "flavor feats" and opt for things that give defined, always active or consistently useful bonuses. Things like Improved Initiative, Toughness, Weapon Focus, Power Attack, etc.

So what would be a flavor feat? Things like Persuasive, Endurance, Underfoot, Prodigy, Teamwork Feats, perhaps combat maneuvers. My players hardly even know they exist. Giving them a combat maneuver feat for free might encourage them to try it out. This is too small a sample, but basically, "Feats a min/max-er wouldn't take for his build"

Some thoughts on how to get players more of the feats they'd like:

1) Feat Elimination - Eliminate feats that just seem unnecessary. This has been discussed in other threads; feats like Two-Weapon Fighting, Weapon Finesse, Agile Maneuvers, Heighten Spell, Leadership, Strike Back, etc.

2) Feat Consolidation - Let's say instead of removing Two-Weapon Fighting from being a feat altogether, make it one feat. Then when you meet the prereqs for Improved Two-Weapon Fighting, you gain it automatically. Perhaps do the same for the Combat Styles in Ultimate Combat. (Especially if for the feat-starved Master of Many Styles)
Combining Power Attack and Combat Expertise into one feat and dropping the stat requirements could open up whole new possibilities for players.

3) Skill Tricks - This is something from 3.5. I believe it worked something like this; instead of spending your skill points to increase your rank in a skill, you can spend them to buy skill tricks. So I'd need to create a list of feats that could be bought with skill points. Although perhaps not the best example of a Skill Trick; Antagonize could be one. It's something you can do with a skill, why not put it there? Dazzling Display might fit here too. (Limit 1 Skill Trick per level or every other level.) Part of implementing skill tricks would be to give every class (or at least classes like Sorc and Fighter) a bonus 2 skill points per level, so even low Int builds would have a few more points to spare.

4) Character Creation Feat - Dole out feats that make sense to the character, kind of like traits. If they have a good backstory, give them something nice.

5) Feats as a Reward - Completing a quest grew the character in some way. Give them a feat to represent the growth. Did they fight under conditions where their eyesight was next to useless? Perhaps they've earned Blind-Fight.

6) Training - Study under a master to gain another feat. You want to learn Mantis Style? Learn from a master. Want to learn how to grapple effectively? Learn from a master. Want to learn how to wield a whip? Learn from a master.

7) Selling Feats - Least preferred option, but perhaps allowing some feats to be purchased as Ioun Stones or some such is something to consider. Once again, the feats you could take would be from a more restricted list. (No toughness, improved initiative, etc.)

8) More feats - Pathfinder gives us 10 feats over 20 levels. How about houserule 15 feats over 20 levels? At 2nd, 6th, 10th, 14th, and 18th level, you get to pick a flavor feat.


I think if you want flavor feats to get used you would need to go with 8. All the others just give more feats that could be used for power feats.

Of course sometimes there's a fine line between flavor feats and power feats. Skill Focus or the +2 to 2 skills feats can stack up when they're free.

Lantern Lodge

4, 5 and 6 all seem to be good options.

Give them feats that make sense. For example, feats with racial prerequisites.
An example, you give each member of the party 1 item at the start of the adventure, but a player comes up with a good dwarf character & backstory, give him say the Steel Soul feat. Or for a Gnome, the Extra Gnome Magic feat.

Something that is not ground breaking, but draw enough attention from the other players that you as a DM rewards good story and role-play over power gaming, while not breaking the game for those that prefer to to min/max. Keeping the game fun for all players.

Sovereign Court

I'd just set it so that players get a feat per level, so add at 2nd, 4th, 6th, etc.

With these extra feats, just draw up a list of feats that overall have a minimal impact on combat, or are so under used because mechanically they aren't close in potency to the good stuff.

Then just label this category "flavor feats" to psychologically frame for the players the intent of the list.


Atarlost wrote:

I think if you want flavor feats to get used you would need to go with 8. All the others just give more feats that could be used for power feats.

Of course sometimes there's a fine line between flavor feats and power feats. Skill Focus or the +2 to 2 skills feats can stack up when they're free.

I'm thinking I'd keep Skill Focus off the list of flavor feats.

What?!

Couple reasons:

A) As you said, it can stack with a lot of other feats that grant bonuses. The point of the flavor list is to broaden players, not give them a new trick to add +10 to their Intimidate checks, or whatever. Spend a regular feat if you want to be that specialized.

B) It's a prerequisite for a few things, like the Loremaster Prestige Class and for the Eldritch Heritage feat.

I might reconsider, especially on a case by case situation, but that's my current thinking.


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I had a DM that gave us three extra feats at character creation for flavor purposes. The caveat was that these feats could not be anything that affected combat. DM had final say.

Skill focus (any) was ok even though it could technically affect combat
Imp initiative - No. combat
Breadth of knowledge - OK

etc

I liked it. There were a lot of feats I would never otherwise take.


Mok wrote:

I'd just set it so that players get a feat per level, so add at 2nd, 4th, 6th, etc.

With these extra feats, just draw up a list of feats that overall have a minimal impact on combat, or are so under used because mechanically they aren't close in potency to the good stuff.

Then just label this category "flavor feats" to psychologically frame for the players the intent of the list.

Ooh, maybe I should divide the flavor list itself even further.

Like this:

At 2nd level, you gain an extra feat. You can use it to gain a feat that has a racial prerequisite.

At 4th level, you gain a combat maneuver feat or (underpowered) metamagic feat.

At 6th level, you gain a teamwork feat.

At 8th level you gain a feat that increases two different skills.

So on and so forth.

The Exchange

Please note: anything like "more feats at 1st level" reduces the appeal of the Human as a PC race.

Getting 2 feats when everybody else only gets 1? That's a 100% increase! Sign me up!

Getting 3 feats when everybody else gets 2? That's only a 50% increase... Dwarf and halfling are both looking a lot better now...

And so on.


Tiny Coffee Golem wrote:

I had a DM that gave us three extra feats at character creation for flavor purposes. The caveat was that these feats could not be anything that affected combat. DM had final say.

Skill focus (any) was ok even though it could technically affect combat
Imp initiative - No. combat
Breadth of knowledge - OK

etc

I liked it. There were a lot of feats I would never otherwise take.

That's a neat idea. I should especially consider some character creation feats. Might help players develop the roleplaying aspect of their character too.

Liberty's Edge

I was thinking that as well, Lincoln, but really, if those free feats are restricted to underpowered feats such as skill focus, teamwork feats, etc. then I don't think it really hurts humans too badly.

The one thing I might keep an eye on is people using their free feats for prerequesites. For example taking skill focus: whatever to be able to gain eldritch heritage at less of a cost.


The Chort wrote:
Tiny Coffee Golem wrote:

I had a DM that gave us three extra feats at character creation for flavor purposes. The caveat was that these feats could not be anything that affected combat. DM had final say.

Skill focus (any) was ok even though it could technically affect combat
Imp initiative - No. combat
Breadth of knowledge - OK

etc

I liked it. There were a lot of feats I would never otherwise take.

That's a neat idea. I should especially consider some character creation feats. Might help players develop the roleplaying aspect of their character too.

Exactly.


ShadowcatX wrote:

I was thinking that as well, Lincoln, but really, if those free feats are restricted to underpowered feats such as skill focus, teamwork feats, etc. then I don't think it really hurts humans too badly.

The one thing I might keep an eye on is people using their free feats for prerequesites. For example taking skill focus: whatever to be able to gain eldritch heritage at less of a cost.

As you said, if Humans get two feats from the regular list, they still have their same advantage.

Besides; each race seems to have their built in feat anyway. Elves have Spell Penetration, Half-Elves have Skill Focus, Halflings have +1 to all saves, etc.

...and yar, already mentioned why Skill Focus might not be on the flavor list. (Or at least would require further GM approval)


The Chort wrote:
ShadowcatX wrote:

I was thinking that as well, Lincoln, but really, if those free feats are restricted to underpowered feats such as skill focus, teamwork feats, etc. then I don't think it really hurts humans too badly.

The one thing I might keep an eye on is people using their free feats for prerequesites. For example taking skill focus: whatever to be able to gain eldritch heritage at less of a cost.

As you said, if Humans get two feats from the regular list, they still have their same advantage.

Besides; each race seems to have their built in feat anyway. Elves have Spell Penetration, Half-Elves have Skill Focus, Halflings have +1 to all saves, etc.

...and yar, already mentioned why Skill Focus might not be on the flavor list. (Or at least would require further GM approval)

I think skill focus is fine for flavor even if it's used for EH. It's really not that big of a deal.

Grand Lodge

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We got less feats in 3.5 and we roleplayed... We got NO feats in 1st edition and we roleplayed. If your players won't take anything that doesn't lead to crunch advantage it doesn't matter what you do, if you say extra feats with restrictions, they'll just game it until they come up with the most optimal extras that they can squeeze into your restrictions.


How´s this for flavor feats: you get free flavor feats. they do absolutly nothing in game-mechanical terms... because they´re flavor feats.
you as a GM can challenge yourelf to find ways to show off the differences reflected in these character feats,
but they aren´t going to have ANY effect on in-game stats, rolls, etc... because they´re flavor feats.

if players are going whole-hog for optimization in lieu of more flavorful characters, and everybody agrees that isn´t really optimal even if they can´t help themselves under the ´current regime´, why don´t you figure out a different approach to character design? Maybe they come up with character back-story (amongst themselves for characters who already know each other, you as GM can participate as well) that is extremely descriptive in terms of personality, traits, style, etc... And then they hand it over to you as GM to choose the feats, etc, that most represent that. Beginning players often end up doing something like this (having an expert deal with the choosing the mechanics) and are often the most enthusiastic of role-players, since the idea of a fictional character doesn´t require any familiarity withpseudo-war-gaming optimization.


Quandary wrote:

How´s this for flavor feats: you get free flavor feats. they do absolutly nothing in game-mechanical terms... because they´re flavor feats.

All feats have mechanical effects, that's why they're feats. Otherwise they'd be called backstory (or whatever). That's flawed reasoning.

"flavor feat" is a basis of comparison, not a definitive category.


Flavor Feat X: You can grow a very nice mustache. And Tiny Coffee Golem thinks you´re nuts. :-)


Quandary wrote:
Flavor Feat X: You can grow a very nice mustache. And Tiny Coffee Golem thinks you´re nuts. :-)

I'm thinking that very nice mustache may yield amazing benefits to the tune of +2 to diplomacy and intimidate checks. Maybe even +4! :)


Nope, that´s not a Flavor Feat then. Some nice mustaches provoke feelings of bemusement at decadency, jealousy, bad child-hood memories, or sensory confusion. Not with everybody, but statistically, this nice mustache has no affect in persuading, befriending, or convincing people they should be afraid of you. But it is very nice. :-)

Flavor Feat Y: You have brown eyes.


Quandary wrote:
Flavor Feat X: You can grow a very nice mustache. And Tiny Coffee Golem thinks you´re nuts. :-)

-5 to diplomacy checks vs TCG


Aww really... I thought you got along swell with nutso´s...!?!?! ;-)


Quandary wrote:
Aww really... I thought you got along swell with nutso´s...!?!?! ;-)

Here, Take your meds. ;-)


The Chort wrote:
ShadowcatX wrote:

I was thinking that as well, Lincoln, but really, if those free feats are restricted to underpowered feats such as skill focus, teamwork feats, etc. then I don't think it really hurts humans too badly.

The one thing I might keep an eye on is people using their free feats for prerequesites. For example taking skill focus: whatever to be able to gain eldritch heritage at less of a cost.

As you said, if Humans get two feats from the regular list, they still have their same advantage.

Besides; each race seems to have their built in feat anyway. Elves have Spell Penetration, Half-Elves have Skill Focus, Halflings have +1 to all saves, etc.

...and yar, already mentioned why Skill Focus might not be on the flavor list. (Or at least would require further GM approval)

If skill focus and the +2 to 2 skills family are off the table the question may become what's left? A lot of the weak feats are racial and/or have sometimes undesirable flavor.

Take my current character for example. He's level 8 so he'd have two flavor feats.

The first choice would have been skill focus intimidate. That's a feat he actually paid a real feat for. The second choice would be skill focus oratory. He's a bard so that's two skills. Sense motive hasn't come up much, but diplomacy has been useful and I didn't know at the beginning that sense motive wouldn't come up much. Third choice would have been persuasive for another boost to intimidate. That's another potential power feat. I can come up with good reasons to avoid giving out any of these free.

Past that I'd consider cosmopolitan and maybe war singer, but pretty much all the half-orc feats I've seen taste wrong for the character and most of the general ones are bland. I don't think Paizo paid a great deal of attention to flavor feats, probably knowing they'd almost never be used on PCs.

I like the idea, I'm just not sure how it would work out in practice.

Sovereign Court

If you consider for a moment getting past Feats, you might consider another route to flavor via Aspects from the FATE system.

Aspects are all about injecting real flavor into a character, and with the added perk that they can be compelled, so there is an actual mechanical system built it for "that's what my character would do" that can be used by both the player AND the GM.

To convert Aspects to a d20 system, just make the bonus to a die roll be +5 and you're good to go.

You can read up on Aspects in detail here.


Mok wrote:

If you consider for a moment getting past Feats, you might consider another route to flavor via Aspects from the FATE system.

Aspects are all about injecting real flavor into a character, and with the added perk that they can be compelled, so there is an actual mechanical system built it for "that's what my character would do" that can be used by both the player AND the GM.

To convert Aspects to a d20 system, just make the bonus to a die roll be +5 and you're good to go.

You can read up on Aspects in detail here.

Sure. If everybody at the table is a hardcore narrativist. Simulationists and gamists need not apply.

If you've got people at the table without mustaches you probably have people at the table who are gamists to at least some degree and "s@+@ happens to you because it's dramatic" is not going to make satisfied gamist players.


In my latest campaign I am using an experience system whereby the PCs recieve 'hero points'. These points can be used as hero points already can be used but are also used to increase the PCs level (at twice current level). They can also be used to buy feats: 3 hero points gains you a feat.

At low level they have spent them on gaining a level, but later, when it costs, for example, 18 points to go from 9th to 10th level, would gaining 6 feats be more useful than a level?

I am still testing this system but it seems to work so far and the players like the additional option for character design.

It also means that spending points to gain big bonuses etc. costs you in long term character development


The Chort wrote:

I love feats a lot, but considering how precious few we get, for optimization's sake, one feels the need to skip all "flavor feats" and opt for things that give defined, always active or consistently useful bonuses. Things like Improved Initiative, Toughness, Weapon Focus, Power Attack, etc.

[

I have done number 5. PCs were drafted into a militia. I let them choose a feat from a short list, martial weapon, light armor, medium armor, endurance, or toughness.

Made for good treasure.

Grand Lodge

rkraus2 wrote:
The Chort wrote:

I love feats a lot, but considering how precious few we get, for optimization's sake, one feels the need to skip all "flavor feats" and opt for things that give defined, always active or consistently useful bonuses. Things like Improved Initiative, Toughness, Weapon Focus, Power Attack, etc.

[

I have done number 5. PCs were drafted into a militia. I let them choose a feat from a short list, martial weapon, light armor, medium armor, endurance, or toughness.

Made for good treasure.

Limited lists could work but I really got to like the feats that become combat options, rather than feats (ie Power Attack or combat expertise), and so save feats for other things.

In this case it does tend to swing the benefit to martial rather than magical classes.

A bonus feat at creation based on background (which could be 'Additional Traits') GM awards would help, and then one every 4 levels - also GM chosen, based on character development. If the player has already done the right thing in picking appropriate feats then let them pick.


Helaman wrote:
The Chort wrote:

I love feats a lot, but considering how precious few we get, for optimization's sake, one feels the need to skip all "flavor feats" and opt for things that give defined, always active or consistently useful bonuses. Things like Improved Initiative, Toughness, Weapon Focus, Power Attack, etc.

Limited lists could work but I really got to like the feats that become combat options, rather than feats (ie Power Attack or combat expertise), and so save feats for other things.

In this case it does tend to swing the benefit to martial rather than magical classes.

A bonus feat at creation based on background (which could be 'Additional Traits') GM awards would help, and then one every 4 levels - also GM chosen, based on character development. If the player has already done the right thing in picking appropriate feats then let them pick.

I have given out feats for many reasons on many different occasions as rewards. Both combat and otherwise. As a DM it doesn't matter to me how strongly we follow the rules both as players and from my perspective. I can always counteract any boost I give them.

However, I like the idea of lists. If you are willing to do the work, it could be awesome separating feats and then getting the more "flavor" feats in other ways. For example, allow the existing feat slots to take any feat. Then, allow one extra trait-type feat at 1st. Maybe give a free combat-type feat to everyone at a certain level as well. A free craft-type feat. Maybe even give everyone a free magic-type feat at higher levels with non-caster having magic defense feats allowed in that list.
Also, you could allow the lists to have certain free ways of achieving them. For example, persuade enough people in game and you get persuasive for free (only useful for important events, not haggling the innkeep). Perhaps craft enough mwk items and get the master crafter for free. You could also give other rewards such as spell defense feats after beating a powerful caster. Have a section of feats that could be trained from masters could be great as well.
Hell, you could even sell certain feats, as long as the feats for sale was a limited list. If you want more feats out there, there are many options. I don't see why you couldn't mix and match from the ideas out there.
Also, speaking of getting bonus types at certain levels. You could give out a race-type feat. Hell, give the min/maxers a bone and let one level be a class-type feat (one that has a pre-requisite met by one of your class features).
I think you could mix and match your own ideas to come up with a great method of including other feats. On the flipside, if you are playing with people who only want the most min/maxed feats giving extra feats won't change their playstyle. Those players will probably end up picking passive bonus feats they can forget about and will avoid. I once dealt with this by customizing crazy monsters, but it is only partially successful. I created a monster which had resistance to all attacks except its own weapon. In that moment, the players instantly started pulling all the crazy tricks out of the book with disarm and theft. Until you force the need for those options, most players will ignore them.

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