New Packet Starter Feats

Hey gang,

I am new to DMing and although we have only played one session with the new packet my players are complaining about not being able to choose a feat at level 1. I thought of maybe allowing them to choose 1 of the benefits of the feat (as long as it is not too powerful) at level one as long as they take the feat to get the rest of the bonuses it offers at level 4.

Has anyone thought about this or had any ideas how to make some variation at level 1 than what the new packet will allow for? I am looking for feedback for what people think about it. I know it isn't the only solution but it seemed like an easy fix to implament without "major" complications since they would be taking the feat at 4 anyway. I know that the players that want stats at level 4 might complain but I think they would be the minority of the group on this.

Thanks in advance! 
They started handing out Feats after level 1 in this edition because they wanted it optional (and interchangeable with Ability score increases). It makes learning gameplay more streamlined so new players aren't swarmed with yet another list. The drawback to this is that a starting adventurer doesn't have options for style of play.

My solution would be to make characters at a level that you feel is enough to shape the character's style. Fighters get a Feat (optionall) at level 2; that could be enough to start, perhaps. 

Philosophically, should a first level character get a starting feat? Would a beginning adventurer have some sort of combat trick no one else could do if they've never been in combat in the first place?  It could go either way, but it doesn't bother me if the answer is no. If we want to tailor a character with Feats, I would assume the character is experienced and have picked up some Feats on the way. But if the character is experienced like that, then they should have a level above 1! So, my solution is to start character at level 2 or higher. If you start at level 1, then your character would be a wide-eyed teenager, cloistered librarian, or shop-working schlub with no inkling of how real combat works.

Tornado Party: a roleplaying game theory blog

Systems ran: 2e, 3.5e, nWoD, cWoD, SW (West End)

Systems played: 2e, nWoD, cWoD, MET, Ironclaw, Rifts, Cyberpunk, Shadowrun

AD&D Dark Sun started characters at level 3, and it worked pretty well. None of those annoying deaths from a single kobold strike. I think it would be fine if characters got feats at level 3 if the book made recommendations for starting characters at various levels to accomodate player experience. If all players are newbies, level 1 seems appropriate, but with at least 1-2 experienced players, level 3 works well.

Where there is life there is hope... But for the truly faithful there is always hope, and it is not determined by either death or life." -- Tleilaxu Master Scytale.

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I think it is intended that experienced players (those most likely to want a starting feat I think) should start at level 3. Levels 1 and 2 are just "tutorial" so you learn the basics.
Ajdust point buy down a few points (like 4).

Then give the ability score/feat at first level.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

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