Creating New Spells Why Not New Feats?


Homebrew and House Rules


If a caster can create a new spell, why can't a fighter create a new feat?

Sure, schools exist to teach what is known to work, but that doesn't mean it's the only way to do something. The ones who came before and figured out how to perform a specific thing were pioneers, so who is to say someone else can't figure out another way to do the same thing?

Something I am working on with my group is people having the ability to perform some feats they don't posses, but have some of the prereqs. They have a negative 4 to do so, but if they perform it enough times then they may be able to pick it up, seeing as how they 'paid' for it with deeds.


There isn't anything wrong in general with new feats.. the issue becomes balancing them against current feats to prevent it just being some instant means of power creep.

For instance- you couldn't make a spell that did 10d6/level max 20000d6 at level 3.

By that same token- a feat that make the fighter hit more often would need to stay in line with weapon focus or one to hit harder would need to be in line with wep spec. (even more so if the barbarian was the one doing it. heh)

But assuming the PC isn't just trying to over power the system or get around class/level/BAB requirements and instead is going for creative things then it shouldn't be too bad. It just becomes an issue of 1) does af eat already do it, 2) is it worth a feat or 3) is it too good for a feat.
Which is pretty much the same thing as you go through as a DM to create a new one anyway :)

-S


Thanks for the input.

The meaning of my question may be a little out of context. I had remembered reading that a character could research and create a new spell 'in game'. It may have been in 3.5...
Still, my question is more aimed at fighter types creating their own feats like mages make their own spells.


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Characters can still "research/create" a new spell.

Listing a few assumptions...
* This is a homebrew game
* You are suggesting that the fighter create a new feat instead of taking an existing feat (this isn't a bonus feat/ability that you are gaining on top of standard advancement...keep in mind that while a spellcaster can create a custom spell, they are limited in its use per day)
* You are suggesting that the custom feat only be selected instead of a bonus fighter feat (every even level)
* The new feat is a combat feat

I'd look at this as "instead of taking a bonus fighter feat, you can create a Signature Move that defines your character." I wouldn't impose a penalty on using the move unless one was needed for balancing.

Without more specifics, I couldn't really give more input. I will mention, however, that if you give fighters the capability to create their own feats that the spellcasters will also take interest in this capability and want to create their own feats too. Be careful what doors you open...


You bring up some very excellent points! You were also correct on your assumptions. I could also see there being a problem with spell casters wanting their own special feats as well. I think you have offered a solution at the same time, though.
If it is a 'signature move' then it should be called such. In this case it would replace the combat feat that would normally be available.
I suppose a spell caster could argue the point that they could also have a 'signature move' for casting spells, but on the other hand mages do have meta magic feats at their disposal.
Much to think about and much to discuss.

Sovereign Court

The first question is: are there any particular feat-like abilities missing? In that case you could make a feat for it. Of course you'd have to pay attention to the same things as with a spell - is it balanced, does it step on another class's territory, are the rules practical, etc.

That's the OOC part of design. IC, well, spells are a tangible IC thing; you write them down, point to them, sell them on scrolls. Feats a bit fuzzier, but there could be fighters' manuals out there. Fechtbucher (fight-books, in German) existed in the real Middle Ages, detailing advanced combat moves. So it's certainly possible for characters to refer to feats like "oooh, that's the Ogre Beheading Swipe from the Maniac Grimoire!" when describing a greataxe Power Attack.

So yeah, a fighter could develop a new (combat) feat, publish it, teach it and so forth. I'd say this should take a bit more work than just gaining a feat while leveling (since that goes automatically); have him spend some months experimenting, sparring, traumatizing apprentices and gutting scarecrows. Spend some money, maybe make a check each month to see if you've figured it out. And then voila, new feat.

I can't immediately come up with any feat I'd want to develop as a fighter, but I'm sure there's some 3.5 stuff out there.

This should of course still cost the fighter his feat slot of that level, unless you have some sort of system where any class can gain extra feats in downtime training. Because developing new feats isn't a fighter-only thing; they're just the ones most likely to do it because they've got spare combat bonus feat slots.


Another good point! Thank you!
So here is what we have...
Signature Move
Cost: Combat Feat @ level + (1000GP x level developed @) & 4+level developed @ in days for initial practice and research.
Benefits: Determined between the player and the GM.

Note: It is possible for signature moves to be part of an advancement tree.

Sound good so far?

Sovereign Court

Well, it's so vague that it's hard to disagree with it :P

Just be cautious about the game balance. Ask yourself, the fighter's player and the other players: is this a good, fun feat, or is it too good? Does it render a normally decent feat obsolete, doing the same thing but better? Or does it add a nice shiny but fair new option?

Do you or your players have anything particular in mind already?


There is one they have in mind, but I can't say it is a 'combat feat'. Magic item manipulation. Take the helm of teleportation for example. They wish to trade distance for #s of people and/or uses.
Now that I think about it there is another. 'Monkey Grip'. Different races can get it and different classes can get it, but a fighter can't? This should fix that! Ha Haaaaa! as a Bard-Barian once said.

Sovereign Court

The magic item manipulation one sounds tricky, manipulating spell parameters gets out of hand sooner that you'd expect.

I would know, I've introduced 2-minute fireball spells in various game systems, and it was always painful. Spell parameter manipulation risky.

---

Monkey grip seems reasonable enough; it would enable anime-style ridiculously large swords, which can be cute. It does kinda cut into the territory of Power Attack though, so watch out that it doesn't overshadow that.


Good advice! Thanks.


Other than Monkey Grip, I have recently thought of Freerunning aka tracer. It is movements dealing with acrobatics, distance jumping, scaling surfaces, etc...
Either you have to have a good dex and possibly some other feats to back up moving over various terrain and/or buildings, or you have to make a lot of untrained checks before you become proficient in you 'signature move'

Sovereign Court

Personally I want a good Leap Attack fighting style. I'm working on some lizardmen custom races and it seems appropriate.


That could fit into a 'signature move' of tracer.

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