Running a Feat-less Game


Homebrew and House Rules


I've been finding that Feats constrain player options more than they enable actions so I've been debating running a game either entirely without feats or possibly one where feats exist solely to buff numbers to make certain actions more successful. I'd probably use something along the lines of the revised action economy system and add some 'defend other'/'aid another'/'take aim'/'dodge' type simple actions.

Anyone already implement a good feat revision/removal system?


Well you could just allow someone to take 2 vmc for all their level feats
feats. The normal one for their 3rd,7th,11th,15th, & 19th level feats.
Then a second vmc for their 1st,5th,9th,13th,& 17th level feats.
That would remove most feats from the game and make for some very interesting characters. Though some classes (fighter & fighter variants)
Would still grant a few feats. A few races do too (looks at human).

But it does remove most feats so maybe this is a way to look.
It still might take some tweaking though.


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I can't see this working at all.

Being competent at combat for martial characters requires feats. Power Attack, Two Weapon Fighting, Point Blank Shot, etc. These are basic necessities for martial characters. Removing those as options pretty much means you're forcing everyone to basically play full casters, as they don't need feats to still be good.


You've got a lot of work ahead of you.

Most classes grant a bonus feat somewhere. The few that don't in their normal class progression do in archetypes. They need replacement abilities.

Feats do a lot to change the number assumptions of the game. You're probably going to wind up leaving the 'numbers feats' in, but if not you're going to need to find a way to up things like damage and accuracy.

A lot of the ways that players can do things in turned off. You note that you feel feats are constricting; what's your alternative solution?

Say a Sorcerer really wants to turn into a dragon and be awesome, but he still wants to cast spells. What are his options for ensuring that he can fulfill material component requirements, in your mind?


My suggestion is to stop trying to beat your head against the wall.

Feats are inherent to pathfinder and removing them changes the game mightily. You'll need to figure out how much to change all of the encounters and play with everything. I suggest switching to a featless game system if you want to do this.


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Feats are the opposite of being constricting to me - they're what allows for greater customization and realization of a character concept beyond just what classes can provide.

I also find it appropriate that some methods of fighting/skills/abilities/etc. require more investment of (insert resource here) to work well, with feats being one of those resources. It's simply more difficult to fight competently with a weapon in each hand than it is to swing one weapon with both of your hands, and feats reflect that. While I don't know that I agree with how every fighting method is feat-taxed, I do believe in there being a cost to what you want to do.

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Trekkie90909 wrote:
Anyone already implement a good feat revision/removal system?

This is what you're looking for I think.

Scarab Sages

Zahir ibn Mahmoud ibn Jothan wrote:
Trekkie90909 wrote:
Anyone already implement a good feat revision/removal system?
This is what you're looking for I think.

That's pretty much what I was going to say. You are better off playing 1st/2nd edition D&D if you want to remove feats. It also removes the need for a map and minis.


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Trekkie90909 wrote:

I've been finding that Feats constrain player options more than they enable actions so I've been debating running a game either entirely without feats or possibly one where feats exist solely to buff numbers to make certain actions more successful. I'd probably use something along the lines of the revised action economy system and add some 'defend other'/'aid another'/'take aim'/'dodge' type simple actions.

Anyone already implement a good feat revision/removal system?

I hear ya. Players often get into a mindset where feats are permissive rather than complimentary. If they don't have a feat, they never try an action related to that feat.

My players never use maneuvers unless they have the Improved Feat. In another game I got into a debate where a player refused to fire his bow from his mount because he didn't have the mounted archery feat - despite th fact that there are literally zero penalties from firing a bow from a mount if the mount has only moved his normal movement speed or less during the round (penalties only kick in when your mount does a double move).

However, everyone else here is also correct in that removing feats becomes a huge burden upon you and completely changes the dynamics of the game (although going back to 2nd edition, like Zahir recommended, would change a whole lot more than just feats).

I recommend simply removing penalties to do things that a feat would normally grant. For example, take out all AoO for any full BAB class doing a maneuver, and then allow maneuver feats to simply enhance maneuvers with a bonus (and keep them as written for the other classes). Or allow casters to create items and do metamagic without the feats - the feats just enhance their ability (for example, without a feat any caster could use any metamagic for an additional +1 level). You can accomplish what you want simply by making every action normally available by feat only to become available to specific classes without the need for a feat - then have the feat just enhance the ability.


Imbicatus wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Trekkie90909 wrote:
Anyone already implement a good feat revision/removal system?
This is what you're looking for I think.
That's pretty much what I was going to say. You are better off playing 1st/2nd edition D&D if you want to remove feats. It also removes the need for a map and minis.

And with it, you get the horrible THAC0 system, class/race restrictions, level limits, and more.

No; if all he wants to do is change up feats to allow players to do more things, then going backwards isn't a good idea.

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I'm not entirely sure how feats "constrain" player options. Are players at your table complaining? Sorry for the skepticism, but I always seem to find GMs who try to fix problems that don't really exist or only exist because they had an unusual vivid experience. My players absolutely hate the problems with the feat system, but they'd riot if I tried to run a game without feats.

If you want a featless game, try D&D 5th Edition. In that game, feats are an optional rule.


I would say to pick the specific feats that you feel are constraining, remove them from your game, and possibly give your players effectively the same abilities as the feat.

Eliminating all feats in a game this dependent on them would be silly. It would unbalance many classes that rely on them to be competitive with others, and you would need to change every monster in the game as they are either built with feats or with the understanding that the players have feats.


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Drood wrote:
I would say to pick the specific feats that you feel are constraining, remove them from your game, and possibly give your players effectively the same abilities as the feat.

This is probably the best course of action. I would agree certain feats are unfair, and that their existence actually created situations where you couldn't do things suddenly where everyone had thought you could.

An example is the feat Strike Back. Everyone figured you could ready an action to hit an enemy that attacked you. Then it was released as a feat, so you couldn't. People thought it was reasonable to allow a ranged attack (bow) to still perform a disarm or sunder maneuver. The Archer fighter archetype and subsequent feats in the Ranged Tactics Toolbox made it clear that you couldn't.

Eliminating those sorts of feats and just letting players know they can inherently do those things is one thing. Eliminating all feats is another thing altogether, and if you do it you wont be playing something mechanically close to Pathfinder anymore.


Like Cyrad, I would recommend playing 5th edition D&D. There is a very good system in that edition to remove feats or just limit the variance in feat selection by using the predetermined specializations.


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Pathfinder Lost Omens Subscriber

you could just let anyone use any feat for which they qualify for


Bandw2 wrote:
you could just let anyone use any feat for which they qualify for

Had considered this; and it would likely be part of a baseline experiment. So then you run into the issue of feats which negate other feats (free deflect arrows, free rapid shot) so that seems a little too open. My thought was to make a 'use feat-line' simple action for the revised action economy so that people can choose between defensive, offensive, or utility abilities so that while they have access to all these different thematic options for their characters they still have to choose what to do in a given round. For the 'gains lots of bonus feats' classes you could give them bonus 'feat actions' every so many levels to show character growth and/or leave the numerical bonus feats in for them.


So, let's clarify.

Is your concern feats, as a whole, or feat chains, or some feats?

Because to go back to the Sorcerer who wants to turn into a dragon: telling him that he has to spend an extra action to pick up Eschew Materials (each round? Or until he needs any other feat?) to cast a spell seems far more constraining than the current system.

Seems like you need to dial in on what exactly your problem is before you try such a broad-form and heavy-handed solution.


Claxon wrote:


An example is the feat Strike Back. Everyone figured you could ready an action to hit an enemy that attacked you. Then it was released as a feat, so you couldn't.

Wait, what? No, that's not what Strike Back does. It lets you hit back at an enemy that attacks you from outside of your normal reach. Like, a dragon bites you from 20 ft. away, you an ready an action to attack its head when it reaches at you, even though you would normally have to be adjacent to do it. Of bloody course you can ready an action to hit someone who attacks you without a feat.


It does war dragon, I just left out the part about reach from my statement by accident. Before the feat existed people thought you could ready an action to attack the limb or whatever struck at you. Once the feat came out, we learned we needed a feat to ready an action to do it.


How about this one:

Champions of Corruption wrote:

Destructive Persuasion

(Combat)
Sometimes, you have to break things if you want people to get your point.
Prerequisites: Str 13, Power Attack, Intimidate 1 rank.
Benefit: As a standard action, you can attempt to smash an unattended inanimate object while attempting an Intimidate check (see Smashing an Object, Pathfinder RPG Core Rulebook 173). If you break the object, you gain a bonus to the Intimidate check equal to half its hardness (minimum +1). If you destroy the object, the bonus is equal to its hardness (minimum +1). Creatures intimidated by this feat cannot be affected by it again for 24 hours.

Link

Used to be that destroying an object against the wall was a roleplaying moment that very well seems that it should grant a bonus to intimidate.

Now you need a feat for it. With prerequisite feats.


Trekkie90909 wrote:

I've been finding that Feats constrain player options more than they enable actions so I've been debating running a game either entirely without feats or possibly one where feats exist solely to buff numbers to make certain actions more successful. I'd probably use something along the lines of the revised action economy system and add some 'defend other'/'aid another'/'take aim'/'dodge' type simple actions.

Anyone already implement a good feat revision/removal system?

Could always go back to second edition.


kestral287 wrote:

So, let's clarify.

Is your concern feats, as a whole, or feat chains, or some feats?

Because to go back to the Sorcerer who wants to turn into a dragon: telling him that he has to spend an extra action to pick up Eschew Materials (each round? Or until he needs any other feat?) to cast a spell seems far more constraining than the current system.

Seems like you need to dial in on what exactly your problem is before you try such a broad-form and heavy-handed solution.

The concern started off with just one or two feats, and has since progressed to feats as a whole. I like the things they allow, but too many builds are marginalized or impossible because they are feat intensive. Also there are some ridiculous feats like the ones Bookrat has pointed (Destructive Persuasion is an excellent example) where a feat should really be a note in the DM's guide or the some aspect of the core rules; not as a separate entity. Usually these feats aren't anything major from a game-balance perspective, but are required if you want to be able to do something. To pick a specific example: The Archon Style feat line contains one of the most iconic tanking abilities in Pathfinder; the ability to redirect an attack from an ally to yourself. The pre-reqs are such that you'll only pick it up if you're min-maxing and throwing a couple levels of MoMS or if you're a monk. There are also cases like the step-up-and-strike feat chain which seem really good when you're low level and things can't make concentration checks or fire in melee; by the time you have the feats they're useless. In either event it's a hefty feat investment for something that quite frankly should be an core action. Then there are all the feat taxes; things like precise shot, improved x, and weapon finesse.

I know that there's been some work on removing feat taxes from Pathinder, but honestly the problem is more endemic than that and I'd like to create a robust homebrew system that will

1) Give players additional options for Pathfinder as it is now and

2) Can handle future expansions of the Pathfinder core rules and feats as Paizo continues to put out fresh material in order to provide 1) without the need for constant revision.

Those concepts are pretty wide, and honestly I don't have the full picture of the problem -- there's a lot out there that I/my players have not made use of yet. I would like this to be a discussion forum where people can give feedback and trade ideas to open up more player options in game by removing or reshaping feat constraints. From my perspective feats should ideally make player actions more successful; giving them areas to specialize in. They shouldn't prohibit player characters from doing things. I think one of the primary reasons that many games start around level 3 is simply that (with the possible exception of human characters) very little can be done pre-3 (or even pre 5) due to feat constraints. Backstories work better when your fighter who has been active in the army all his life can shoot an enemy who is in combat with an ally (as another example).

Re the dragon issue: In the current system a sorcerer who wanted to cast spells as a dragon would likely need 3 feats: Eschew Materials, Silent Spell (lacks the ability to vocalize), and Still Spell (lacks fingers) OR would need to pick up the wildshape class feature and grab Natural Spell. My initial thought was essentially to give everyone access to every non-numerical feat. So your sorcerer would have natural spell. They could then use the feat simple action to use Natural Spell and cast spells at normal spell level and normal casting time (instead of SL + 2 and for your sorcerer at +3 time increments [3 full round actions for a spell that would normally have a standard action cast time]).

Obviously this would be a pretty significant bump in power for the sorc, so probably the first step to designing a 'featless' system would be deciding what the limits should be. All feats given for free? Feats you meet the pre-reqs for? Some compromise? Probably the pre-reqs option is most realistic. After deciding limits a general review of action economy and feats/round would be needed and based on that information bonus feat simple actions/round should be decided on first a universal basis and then based on bonus feats (the fighter for example needs love).

So initial proposition: All feats of a given feat-line for free, feats further up the tree 'unlock' when you meet their pre-reqs. Start off with using a feat burns a simple action, grant a bonus feat action either in 5 or 10 level increments.

Any better ideas?

I personally like Bookrat's suggestion to make it more class based/thematic, and have done this sort of thing before but it requires constant revision as more material is published. I would prefer something more robust.


Claxon wrote:
It does war dragon, I just left out the part about reach from my statement by accident. Before the feat existed people thought you could ready an action to attack the limb or whatever struck at you. Once the feat came out, we learned we needed a feat to ready an action to do it.

That's a great example of a feat that doesn't need to exist.

That doesn't mean no feats need to exist.


Casters can actually explicitly cast in dragon form so long as they can provide materials and foci. That's why I picked that example over, say, Elementals. That means that a baseline Sorcerer has to invest nothing to cast most of his spells (barring Mythic, he's basically boned on expensive components).

That said... I'm going to go back to reiterating my previous point. If a character has to spend more effort in the new system on something he could already do, then the new system is more constraining to him.

To broaden that out: some feats constrain characters. Some feats remove constraints. And as much as the very notion of it sucks... I think you need to go through and track down which is which.


There is some danger with giving all feats for free. Spellcasters are already extremely powerful without giving them all the magic item creations feats and the metamagic feats for free.

This is why I was more focused on a class specific or thematic approach, rather than an entire overhaul.


The list of feats with no prerequisites is pretty significant. The list continnues to grow when you have ability scores that are 13 or higher, and as you gain BAB or caster levels. Heck, at 1st level you could have Point Blank Shot, Rapid Shot, Precise Shot, Far Shot, Deadly Aim, Weapon Focus, Rapid Reload, Dodge, Mobility, Combat Reflexes, Improved Initiative, Great Fortitude, Iron Will, Lightining Reflexes, all of the +2 skill feats, Run, Fleet, Toughness, Endurance, Improved Initiative, Power Attack, Cleave, Combat Expertise, Improved Unarmed Strike, all of the Improved Combat Maneuver feats, and lots more! Then gaining these qualifies you for even more feats!


Doomed Hero wrote:
Claxon wrote:
It does war dragon, I just left out the part about reach from my statement by accident. Before the feat existed people thought you could ready an action to attack the limb or whatever struck at you. Once the feat came out, we learned we needed a feat to ready an action to do it.

That's a great example of a feat that doesn't need to exist.

That doesn't mean no feats need to exist.

Agreed, if you go back and look at my complete statements you will see I was suggesting removing fats like Strike Back or others which seem unnecessarily limiting (by their existence preventing you from doing things you thought you could previously), but not removing feats altogether.


I think the idea that feats by their very existence prevent PCs from doing stuff is a little off base. If the basic rules don't have a mechanic for diverting attacks away from your allies that isn't necessarily because Archon Style stole that option and took it away. Maybe there just wasn't any option specifically like that in the basic rules. I guess you could use Aid Another to boost the ally's AC or jump in front of the ally to grant soft cover though (I forget if there's a rule for an attack accidentally hitting the soft cover)

I guess the DM could just decide what does or doesn't seem "reasonable". Maybe you think anybody with at least Dex 15 or even anybody at all should be able to fight with two weapons and only take a -2 penalty. If so maybe giving out TWF as a universal bonus feat makes sense (with or without the Dex 15 prereq to be able to actually use the feat). You could do the same for Power Attack or maybe even the various Improved maneuver feats.

What sorts of actions do you want to encourage or liberate PCs to perform? Since people are always griping about martial vs caster disparity I'd probably start out giving mostly Combat feats as bonus feats.


Depending on the (nature of the) problem, Scaling Feats could be an idea, as well as changing some of the Feats Prerequisites.

If you Really want to ban/remove Feats, ban Arcane Fullcasters as well.


Try a different system. 3.5 is not for you if you don't like feats. There are some very good systems out there.


Secret Wizard wrote:
I'd probably allow a "all your feats are static except one slot for a versatile feat" from level 5 up, with the versatile feat being changeable once per week with one day practice. Otherwise, Brawlers get the shaft!

reposted from elsewhere.


If someone wants to do a lot of work, you could turn feats into "points" that feed into a system that boosts capabilities. Something more flexible and loose than feats.


That's a good idea, and it would be easy to work the stamina system towards that for martials. It would require more thought for casters.


Trekkie90909 wrote:

Translation:

I want to play 3.5 without Feats

Play 5th Edition. It's 3.5 Lite.

Feats are optional, only gained in place of Ability Score increases every 4th level, and everyone ends up being a beautiful and unique snowflake that looks, acts, and mechanically is identical to every other member of their chosen race/class out there.

---

Seriously, though.

Feats are a major, MAJOR part of the system.

And, in many/most ways, they have been since 1st Edition.

Feats didn't exist in 1st Ed, but Non-Weapon Proficiencies were like a proto form of both Feats and Skills - depending on the NWP, they either acted like modern day Skills, OR they could act like modern-day Feats.

Gaining extra levels in your NWPs could be like simply gaining Ranks in Skills these days, or they could seem like advancing through a Feat Tree.

Feats also allow players to really customize their characters, and not even just for combat - feats upping Social abilities, item crafting, etc.

Between Feats and Archetypes, for example, a Party of 6 Paladins can all have radically different designs and function completely differently from one another.

Taking away Feats is actually completely COUNTER-intuitive to your idea.

Hell, there are entire d20 System games which remove classes and instead you build your character ENTIRELY with Feats, they're generally so versatile.

If you think that Feats are somehow constrictive to design, I think you seriously need to reevaluate your ability to design characters, 'cause Feats are up their with Archetypes as major ways to customize character.


Don't spend your time reworking an entire system when what you want exists elsewhere. It's totally cool to like and play other systems as well as Pathfinder. I have played lots of systems and PF is my favourite of the D&D/D20 style games.

Branching out will improve your game. All of the Paizo devs play other games.

I like complex systems but you can find what you want in more streamlined games like Savage Worlds, or HARP.

I will use Rolemaster Classic as an example it's close to D&D. It is skill and spell based system with classes (professions). Fighters can learn spells, spell users can use 2 handed swords. It's just harder to learn skills that aren't traditionally part of your profession... If you want you can take a no profession class - jack of all trades type.

What your player does is based on the players skill roll against your (or the monsters) difficulty setting. Skill + bonuses + roll - GM assigned difficulty (or monsters defence). The roll is graded catastrophic failure, failure, partial success, success, amazing success.

It's then up to GM and player to fill in the detail or use what is provided.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Trekkie90909 wrote:

I've been finding that Feats constrain player options more than they enable actions so I've been debating running a game either entirely without feats or possibly one where feats exist solely to buff numbers to make certain actions more successful. I'd probably use something along the lines of the revised action economy system and add some 'defend other'/'aid another'/'take aim'/'dodge' type simple actions.

Anyone already implement a good feat revision/removal system?

What is your argument for how feats constrain choices instead of enabling them?

In your game then, what makes a fighter different from a warrior?

Grand Lodge

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Imbicatus wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Trekkie90909 wrote:
Anyone already implement a good feat revision/removal system?
This is what you're looking for I think.
That's pretty much what I was going to say. You are better off playing 1st/2nd edition D&D if you want to remove feats. It also removes the need for a map and minis.

Anyone who thinks that 3rd edition was anything less than a virtually completely new game, never really played First. Last year or so, I tried playing First Edition again. And that was when I remembered how much I hated it. I had gotten to loathe it so much that I had gone to other game systems and it was 10 years before anyone convinced me to tray a game called Dungeons and Dragons again.


Isn't it much easier to either just remove the problematic feats or alternatively create a list of those problem feats and simply say that everybody has them for free?


dragonhunterq wrote:
Isn't it much easier to either just remove the problematic feats or alternatively create a list of those problem feats and simply say that everybody has them for free?

That could potentially make thing way way worst.


It looks like the thinking here is 'If there is a feat for it, one must have that feat to do it'. There are certain cases where this is true (Want Scent as a half-orc? Feat time. Want Power Attack or Deadly Aim bonuses to damage? Grab a feat.), but what feats are you saying restrict one?

Let's take the Destructive Persuasion feat. What's stopping you from just breaking something and doing an Intimidate? Or just Intimidate with a threat of breaking something? It's codifying some bonuses based on the object, yes, but if your barbarian's flexing her Intimidate skill off, just do it.

Some feats are nasty taxes, yes. But I wouldn't junk the whole system. (Especially when you consider 'know how to use weapon' or 'wear armour right' are both feats when they aren't part of your class abilities! What do you do about Exotic Weapon Proficiency or Armour Proficiency, at least for non-terrible items?)

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