Showing posts with label Feats. Show all posts
Showing posts with label Feats. Show all posts

Monday, December 17, 2012

Old School Feats Revisited

A little less than a year ago, I mused about a way to utilize feats in context of old-school rules. I gave an example of how such a system might work with the magic-user class, but I never went further. Since I have been in the midst of going over all the material I have produced over the years and finishing ideas, I thought it apropos to “finish” this post by providing a full set of feats for all four base classes.

In the original post, I noted that any implementation of the system could (and probably should) be customized for a particular campaign. Thus, what follows makes the following assumptions:

  1. Building upon a post I made on Charisma and Wisdom, Charisma is the Prime Requisite for Clerics, Wisdom has been replaced with Awareness and the latter is the Prime Requisite for Thieves.
  2. The range of bonuses is going to be in the 0e/Holmes/S&W/LL+OEC range of ±1.
  3. The initiative system is individual, specifically a Holmesian variation where Awareness determines initiative order rather than Dexterity.
  4. Characteristics will be rolled with 3d6 in order.
  5. There is a combat bonus associated with each characteristic.

The bonuses for each characteristic are as follows:

  • Strength (S) = to-hit melee
  • Dexterity (D) = to hit ranged
  • Constitution (C) = hit points
  • Intelligence (I) = damage
  • Awareness (A) = initiative
  • Charisma (CH) = armor class

Every class has a Prime Characteristic and characters have an Ancillary Characteristic. If these characteristics are 13-14 they may choose to have a +5% XP bonus (cumulative). If they are 15+ they may choose a 10% bonus (cumulative). This can result in up to a +20% XP bonus. Alternatively, the player may choose to have the feats associated with either or both the Prime Characteristic and Ancillary Characteristic:

Cleric

S = Improved Turning (Turn at one level higher)
D = Empower Spell (Maximize the variable on one spell per day)
C = Extend Spell (Double the duration of one spell per day)
I = Weapon Proficiency (Choose one weapon not allowed by class at character creation)
A = Divine Protection (+1 on saves vs. spells or spell-like devices)
CH = Bonus Spell (Gain one random 1st level spell per day)

Fighter

S = Power Attack (Take up to a -3 penalty on a to-hit roll for an equivalent bonus on any damage roll that results)
D = Cleave (When a target is reduced to 0 hp, gain an extra attck)
C = Fortitude (+1 on saves vs. poison and death)
I = Shield Bash (May use a Shield Bash as an attack. The damage is 1d3 and the target automatically drops to the bottom of the initiative order the next round).
A = Weapon Focus (Gain a +1 to hit and damage with one weapon chosen at character creation)
CH = Expertise (Take up to a -3 penalty on a to-hit roll for an equivalent bonus to AC until next attack)

Magic User

S = Armor Proficiency (May wear leather armor without penalty)
D = Empower Spell (Maximize the variable on one spell per day)
C = Extend Spell (Double the duration of one spell per day)
I = Weapon Proficiency (Choose one weapon not allowed by class at character creation)
A = Iron Will (+1 save vs. Petrify or Paralyze)
CH = Store Spell (Store one spell which can be spontaneously cast in place of another prepared spell of equal or greater spell level).

Thief

S = Armor Proficiency (May wear Chain Mail without penalty)
D = Weapon Finesse (May use the Dexterity Bonus for melee instead of the Strength Bonus)
C = Toughness (Gain +3 hit points)
I = Sneak Attack (do an extra 1d6 in damage on attack from the rear or from the flank)
A = Lightning Reflexes (+1 save vs. Breath Weapons)
CH = Magical Aptitude (Choose one first level spell that can be cast once per day)

For example:
A player rolls a Strength of 16, an Awareness of 13 and average or below on all other characteristics. She decides to have a fighter (Prime Characteristic = Strength) and chooses Awareness as the Ancillary Characteristic. She may have either a 10% XP bonus or Power Attack from Strength and either a 5% XP bonus or Cleave from Awareness. Therefore she has the following options:

  1. Power Attack and Cleave
  2. Power Attack and 5% XP bonus
  3. 10% XP bonus and Cleave
  4. 15% XP bonus.

There are a few interesting ways to implement this system:

  • So as not to punish players who do not have two characteristics at 13 or more (as in the example above), but still put some limitations on availability, feats can be available for characteristics of 9 or more.
  • For those who don’t like level limits, one can balance out the racial advantages of the various demi-humans by only allowing humans to take advantage of the above system.
  • For those who like being more strict, the feats can be only available at 13+ and unavailable to demi-humans (who function as a means to give cool powers to "hopeless" characters)

There are also some interesting implications about this system (especially if one ignores experience point bonuses). These all basically become class abilities:

  • Cleric = Bonus Spell
  • Fighter = Power Attack
  • Magic User = Weapon Proficiency
  • Thief = Lightening Reflexes

To my mind all of these make some sense. Clerics normally expect bonus spells. Fighters should have a tactical choice for a chance to do more damage. Gandalf can now wield his sword. Thieves should be a little more lucky when trying to get away with a dragon’s treasure.

Tuesday, January 17, 2012

Old School Feats

Forgive me, but I just cannot find the original quote that inspired this post. Someone, somewhere observed that 1e, with its insistence on high stats in order to “not suck” was the first (and only?) edition to cater to those who want to do character builds (because all of the various methods for rolling up characters in the DMG all end up there) as well as those who want the dice to roll where they will and play with it.

Since I play with both kinds of players, this got me thinking about ways to update this characteristic of 1e so as to be able to scratch the character build itch without affecting either the streamlined nature of old school play or the ability to let the dice roll and play whatever comes up.

In order for this to work, every characteristic needs to have a combat bonus/penalty associated with it. I postulated something along these lines here. These, of course, would affect all classes.

Then, there would be a series of feat-like bonuses attached to each characteristic depending upon class. Players would be able to pick one or two of these feats, the effectiveness of which would be tied to the characteristic. Thus, they can only be taken advantage of if the characteristic has a bonus.

For example, here is a rough draft for feat-like abilities that can be associated with the B/X; LL magic-user:

  • Str = 1, 2 or 3 spells cast per day by the magic user have their durations doubled.
  • Dex = 1, 2 or 3 spells cast per day by the magic-user with an area effect have that area doubled.
  • Con = The magic-user may use 1, 2 or 3 weapons or armor chosen at character creation that they are not normally able to use. In the case of armor, leather must be chosen first and chainmail is the heaviest armor a magic-user can wear and be able to cast spells.
  • Int = 1, 2 or 3 spells per day with variable effects cast by the magic user have maximum effect.
  • Wis = The magic-user can store 1, 2 or 3 spells that can be spontaneously cast in place of a memorized spell of equal or greater spell level per day.
  • Cha = 1, 2 or 3 spells per day cast by the magic user require two successful saving throws to save versus the spell.

This could be done with every class. Assuming that a typical character has two characteristics with bonuses, there is a huge range of options combining combat bonuses with feat-like abilities, thus offering plenty of different character builds per class for those that like to scratch that itch. It also gives more variety of surprise for those who like their characters to be random. Finally, these feat-like abilities can be tailored to campaign-worlds if Referee so desires.

Thoughts?