Saturday, 31 March 2012

The Rest of the Feats

And here they are.

One type of design idea I toyed with but ultimately rejected because it's a losing proposition as characters fight bigger and tougher things: the intimidate/overbear/stun type of feat that can't realistically be carried out by a 6 foot person against a 60 foot dragon.

The hit point recovery feats are also edging on non-combat, protecting as they do against falling and trap damage. Which raises the question: here are the combat feats; is there any use to having non-combat feats, keeping in mind that most situations of observation, athletics, handicraft and knowledge are covered in my game by a very general and simple skills system?


  1. I dunno about calling it "Cleave", given the 3e feat of the same name with different mechanics.

    I'm assuming that if you roll a 1 on your second damage roll, you roll again, and chain until you roll something other than a 1 - otherwise it would be a disappointment. Of course, that way you have people begging for chains of 1s on low-damage weapons so that they can do seven or eight damage with a dagger, like a backdoor crit. You *could* rule that you can't exceed the weapon's normal damage maximum... but why take the fun out of the rolls (especially if low-rolliing enemy fighters have taken the same feat)?

  2. OK, and "Cleave" doesn't really convey what the feat does ... how about "Precision" or "True Cut"? And yes, all of these feats can potentially "explode" if the right number is rolled multiple times.