Beating a dead Arcadian Pony

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Beating a dead Arcadian Pony

From Unearthed Arcana, pg. 94:
Stench of the Dead [Spelltouched]
The odor of decay hangs heavy on you, causing others to gasp and retch.
Prerequisite: Exposure to ghoul touch or vampiric touch spell.
Benefit: You exude a carion stench that causes any creature adjacent to you to make a Fortitude save (DC12 + you Cha modifier) or become sickened as long as it remains adjacent to you and for 1d4 rounds thereafter. You can't suppress the stench voluntarily.

There you go, a WotC published Feat with an inherent disadvantage built in.

As an aside, isn't it ironic that with this Feat, the more likeable you are (ie the higher your Cha. modifier), the more likely people can't stand your presence.

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Conversely, the Charisma 3 character who takes this feat ends up, more often than not, smelling like roses and cookies. Intriguing.

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"Narfi Ref" wrote:
From Unearthed Arcana, pg. 94: Stench of the Dead [Spelltouched] The odor of decay hangs heavy on you, causing others to gasp and retch. Prerequisite: Exposure to ghoul touch or vampiric touch spell. Benefit: You exude a carion stench that causes any creature adjacent to you to make a Fortitude save (DC12 + you Cha modifier) or become sickened as long as it remains adjacent to you and for 1d4 rounds thereafter. You can't suppress the stench voluntarily.

There you go, a WotC published Feat with an inherent disadvantage built in.

As an aside, isn't it ironic that with this Feat, the more likeable you are (ie the higher your Cha. modifier), the more likely people can't stand your presence.

"Spelltouched Feats" pg. 92 of Unearthed Arcana:

"In this variant, a character who has been the target of a spell sometimes finds that some of its magic rubs off on him or her permanently, leaving an echo of the original spell. The character who has alter self cast on her many times, for example, may develop this spell-like ability to alter her features into the specific form she's most familiar with. Beneficial spells space can linger on a character like magic radiation, bestowing an advantage somehow related to the original spell. In contrast, some spell PCs have a whole meal path that reaction to hostile spells; by suffering the effects of the spell, they develop a countermeasure to it.

Such spelltouched characters are a mystery to academic minded spellcasters, who can't reliably duplicate the process by repeatedly casting the same spell on a subject. Magic interact with each individual in a subtly different way.

Accordingly, the only way to become eligible to select the spelltouched feat is to have been exposed to (to see that is, targeted by or otherwise affected by) to see one of the spells associated with the feat. If the spell allows a save, you must have failed a saving throw against it at least once, whether intentionally or not. After meeting the prerequisite, you may select a spelltouched feat when your character would otherwise qualify for a feat. The exposure is the game-world explanation for your new power, and the choice is the trade-off that keeps the game balanced."

This is a variant rule. This is important in understanding that the feats must be intentionally chosen by the player. This means that it's a choice that was made knowing what "benefit(s)" the feat provides. As such, how can he be seen as a disadvantage when it's willingly accepted by the player in order to gain that benefit? It is apparent to me, that such a feat as the one listed above was designed with the belief that it is for undead creatures or, creatures that live in fetid environments. When looking at this particular feat in context of the other feats that are listed as spelltouched feats, you can clearly see that this is meant to be a benefit for such a creature. Why you would select this for a player character is beyond me.

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Beating a dead Arcadian Pony

I can't understand why a PC would take it either, but I try to not make assumptions.

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"Emperor Xan" wrote:
This is important in understanding that the feats must be intentionally chosen by the player. This means that it's a choice that was made knowing what "benefit(s)" the feat provides. As such, how can he be seen as a disadvantage when it's willingly accepted by the player in order to gain that benefit?

The same is true for every other feat, including Manic-Depressive. How about you pick an opinion and stick with it?

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I was simple providing proof that there are WotC published Feats with drawbacks. I wasn't saying that it was neccessarily a good Feat to have. As far as Manic-Depressive is concerned, the good reason to have it, is that it allows the PC to get other Feats that should eventually be better than the disadvantages of the first Feat.

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Beating a dead Arcadian Pony

Sad

And I thought this topic was really about beating up an arcadian pony... like about CR and tactics and stuff...

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"Nemui" wrote:
Sad

And I thought this topic was really about beating up an arcadian pony... like about CR and tactics and stuff...

And thus Nemausus falls...

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"Bob the Efreet" wrote:
"Emperor Xan" wrote:
This is important in understanding that the feats must be intentionally chosen by the player. This means that it's a choice that was made knowing what "benefit(s)" the feat provides. As such, how can he be seen as a disadvantage when it's willingly accepted by the player in order to gain that benefit?

The same is true for every other feat, including Manic-Depressive. How about you pick an opinion and stick with it?

My opinion hasn't changed. For certain creatures, the so-called "penalty" of the stench is a defense mechanism. If you want someone to stop wavering, go bug WotC. I'm just using thier material to show how they designed the game. Not my fault if you think it's flawed.

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"Kaelyn" wrote:
"Nemui" wrote:
And I thought this topic was really about beating up an arcadian pony... like about CR and tactics and stuff...

And thus Nemausus falls...

Huh what where who? The city? The deity? Puzzled

Oh. The layer... right.

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"Emperor Xan" wrote:

My opinion hasn't changed. For certain creatures, the so-called "penalty" of the stench is a defense mechanism. If you want someone to stop wavering, go bug WotC. I'm just using thier material to show how they designed the game. Not my fault if you think it's flawed.

Did I say I thought it was flawed? Just because I didn't see why a PC would take it, doesn't mean that I don't think a PC should take it. Some players might have character concepts that I personally would never consider playing. I do however hold that all of the Spelltouched feats were intended to be suitable for PCs as well as NPCs simply because there was no commentary stating that some of them were only intended to be for NPCs.

I also was not trying to get anyone to stop wavering. The point I was getting at is that feats may have and have had drawbacks in them. I'll quote some more from the section.

"Because these Feats are variants, they employ other game mechanics rarely (my emphasis) seen in feats, such as a drawback that accompanies the feat or a limited number of uses per day or week."

Considering that the PSCS is not published by WotC its rules could be seen as variant in and of themselves, therefore allowing them to do such things.

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If that's your take interpretation on the rules, explain the 3.5 version of Forgotten Realms feats that removed drawbacks previously included in some feats.

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Starting up this argument is a bad idea. Someone grab a scroll of undeath to death because this is one thread that keeps coming back from the grave.

I think we can all agree that there is precedence for some feats--but certainly not most feats--to have drawbacks included with the benefits. That isn't anyone's opinion; it's just a fact. Discussing this any further is just argumentative.

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"Rhys" wrote:
Starting up this argument is a bad idea. Someone grab a scroll of undeath to death because this is one thread that keeps coming back from the grave.

I think we can all agree that there is precedence for some feats--but certainly not most feats--to have drawbacks included with the benefits. That isn't anyone's opinion; it's just a fact. Discussing this any further is just argumentative.

Show me 3.5 sources.

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I'm not responding to this anymore. There is no reason why a small number of faction feats, such as the Manic one for the Bleak Cabal, can't include drawbacks. If that's how the rules should reflect the game effects, then that's how the feat should work. I am done with this.

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"Emperor Xan" wrote:
"Rhys" wrote:
I think we can all agree that there is precedence for some feats--but certainly not most feats--to have drawbacks included with the benefits. That isn't anyone's opinion; it's just a fact. Discussing this any further is just argumentative.

Show me 3.5 sources.

What of the Vow feats (BoED)? Yes, the restrictions inherent in the Vows are listed as "special prerequisites" but they are drawbacks notwithstanding. And some list disadvantages in their text as well (for instance Vow of Peace), not just in prerequisite area. Coupled with the fact that IIRC the entry feat "Sacred Vow" has little or no positive effect, I think you've got yourself a pretty good precedent.

Besides, the Vows are the closest thing in current official source to Faction-related feats anyway; it makes sense that there would be some similarity of format.

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If I'm not mistaken both BoVD and BoED are not 3.5 rules.

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"Emperor Xan" wrote:
If I'm not mistaken both BoVD and BoED are not 3.5 rules.
BoVD is 3.0. BoED is 3.5.

I'm quite sure on this.

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*nod*
Browsing a copy of BoED - the DR rules and the like are as they are under 3.5 so yeah - I'm thinking that's pretty solidly 3.5 there.

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Hmmm... by that reasoning, the paladin and cleric are flawed in that the violation of their tenets will cause them to be stripped of their powers until they atone for the sins they committed that caused the loss in the first place. After all, having faith is a fatal flaw, yes?

"A character must have the DM's permission to take an exalted feat. In may cases, a ritual must be performed; often this simply amounts to a character swearing a sacred vow, for example in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all his exalted feats. She regains these benefits if she atones for her violations.

Aura of Good: A character with at least one exaulted feat radiates an aura of good with a power equal to her character level (see the detect good spell), as if she were a paladin or cleric of a good deitiy."

- "Feats," Book of Exaulted Deeds, pg. 39

Sounds pretty clear to me that it's a voluntary decision to be boud to the same rules that clerics & paladins play by in matters of faith. Exalted characters are supposed to uphold the tenets of good at all costs. This is a choice made by the character to willing commit himself to restrictions of faith. I don't see how a philosophy would garner such restrictions.

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"Emperor Xan" wrote:
This is a choice made by the character to willing commit himself to restrictions of faith. I don't see how a philosophy would garner such restrictions.

I don't see how it couldn't. Philosophy is everything, every bit as important as considerations of good and evil, or law and chaos. They are the same thing: great forces of the planes. Dedicating yourself to any philosophy, whether pure good or the protection of Entropy, can bring power. Dedication to either can be rewarded, as much so for a factioneer as a paladin.

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The Vow feats place an extra restriction on a character in order to grant a +4 bonus. However, this is a restriction that the character willingly takes whereas philosophies do not have extracurricular methods of binding someone to their world view. The only inertia should the factions placed on a member, is based on the same mechanism as listed for clerics and paladins. If you read the descriptions of exalted feat you will see that the Vow feats place additional restrictions that if the character violates his vow, which he willingly chose, he loses access to all of his exalted feats until atonement. The restrictions placed in clerics and paladins are nowhere near as severe as these feats are. Then again, the abilities of those two classes do not grant +4 bonuses to any one ability.

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"Emperor Xan" wrote:
"Rhys" wrote:
Starting up this argument is a bad idea. Someone grab a scroll of undeath to death because this is one thread that keeps coming back from the grave.

I think we can all agree that there is precedence for some feats--but certainly not most feats--to have drawbacks included with the benefits. That isn't anyone's opinion; it's just a fact. Discussing this any further is just argumentative.

Show me 3.5 sources.

Unearthed Arcana is definately 3.5.

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"Narfi Ref" wrote:
"Emperor Xan" wrote:
"Rhys" wrote:
Starting up this argument is a bad idea. Someone grab a scroll of undeath to death because this is one thread that keeps coming back from the grave.

I think we can all agree that there is precedence for some feats--but certainly not most feats--to have drawbacks included with the benefits. That isn't anyone's opinion; it's just a fact. Discussing this any further is just argumentative.


Show me 3.5 sources.

Unearthed Arcana is definately 3.5.
One could make the arguement that UA material doesn't count as "precedent" because of it's nature as being a book of optional rules.

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Frostburn contains several feats that bestow the cold subtype on creatures, either summoned or more permanent friendly creatures like mounts. Though this does not explicitly contain a drawback, cold creatures do become more vulnerable to any type of fire attack. Of curse, the character is not forced to summon cold-enhanched creatures, which pretty much negates the drawback if the player knows what he's facing (which is usually pretty easy to see when encountering fire-type creatures).

And, of course, you have the vile feats from Book of Vile Darkness. Though this book is 3.0, I don't really see how this is relevant.

Man, it's actually pretty hard to find feats with real drawbacks, especially in 3.5. Funny, I always thought that such feats would be quite normal. However, I do not consider this a very valid argument against the use of drawback-feats. The very essence of the Bleak Cabal, for instance, lies in their instable mental state. I personally think feats are an ideal way to represent these qualities.

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Thus, my argument is not about whether a method is viable, but which one follows the 3.5 system as that is the determinant factor based on the agreement that PW has with WotC.

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"Emperor Xan" wrote:
Thus, my argument is not about whether a method is viable, but which one follows the 3.5 system as that is the determinant factor based on the agreement that PW has with WotC.

What exactly do you want PS3e to do, Xan? Just stop useing feats that have drawbacks?

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In effect, yes.

My reasoning is that if they have an agreement with WotC to use their material, it should parallel the construction of WotC products as closely as possible. In this instance, as it is the stance of PW to go with the 3.5 mechanics, they should follow the constructions of materials used by the WotC staff in order to comply with the system as much as possible.

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"Emperor Xan" wrote:
In effect, yes.

My reasoning is that if they have an agreement with WotC to use their material, it should parallel the construction of WotC products as closely as possible. In this instance, as it is the stance of PW to go with the 3.5 mechanics, they should follow the constructions of materials used by the WotC staff in order to comply with the system as much as possible.

Indeed, but the agreement also requires that we make new matirial to cover the old planescape stuff, and building new matirial. Thus, there is nothing in using feats with different requirements, drawbacks if you will, that breaks or goes against the spirit of the agreement. It does fit the setting that some drawbacks would come as a character gains real belief and power in a facton. There is no existing drawback system anywere in 3.5, other than some classes that have drawbacks and those hardly constitute a system.

In normal D&D there are very few situations where a character gains disadvantages with power and level. In the setting of planescape this is not the case. Thus the total drawbacks are increased, and thus there are different ways to represent those drawbacks.

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Actually, there are materials out there in 3.5 terms that do have these features built in. My templates, albeit untested, did build in the disadvantages of the factions. However if you do no like that method to solve the problem, UA does present traits and flaws. The problem that traits present however is that the benefits and drawbacks are small. Flaws are problematic in that they grant a feat to be taken for each flaw selected.

I chose the template because it allowed me to add in the drawbacks. I created a new line specifically for drawbacks, but they easily could have been part of the special qualities of the template.

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"Emperor Xan" wrote:
Actually, there are materials out there in 3.5 terms that do have these features built in. My templates, albeit untested, did build in the disadvantages of the factions. However if you do no like that method to solve the problem, UA does present traits and flaws. The problem that traits present however is that the benefits and drawbacks are small. Flaws are problematic in that they grant a feat to be taken for each flaw selected.

I chose the template because it allowed me to add in the drawbacks. I created a new line specifically for drawbacks, but they easily could have been part of the special qualities of the template.

Ok so you're saying that traits and flaws from UE are not all that great for Planescape and we would need more than that. I agree.

Are you also saying that Planescape should introduce an entirely new system, your system of templates, into 3.5 in order to keep with using the building matireials that the wotc people gave us? Doesn't this go completly against the idea of keeping with using existing mechanics?

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"Gerzel" wrote:
"Emperor Xan" wrote:
Actually, there are materials out there in 3.5 terms that do have these features built in. My templates, albeit untested, did build in the disadvantages of the factions. However if you do no like that method to solve the problem, UA does present traits and flaws. The problem that traits present however is that the benefits and drawbacks are small. Flaws are problematic in that they grant a feat to be taken for each flaw selected.

I chose the template because it allowed me to add in the drawbacks. I created a new line specifically for drawbacks, but they easily could have been part of the special qualities of the template.

Ok so you're saying that traits and flaws from UE are not all that great for Planescape and we would need more than that. I agree.

Are you also saying that Planescape should introduce an entirely new system, your system of templates, into 3.5 in order to keep with using the building matireials that the wotc people gave us? Doesn't this go completly against the idea of keeping with using existing mechanics?

I think that what Xan's got going here is an attempt to find a part of the system that has precedent for all of the factors of the abilities. In this reckoning, templates are allowed to have positive and negative traits because they've had both in the past, but feats are not because they are usually just positive effects in exchance for practice.

I still maintain that the system precedented by the BoED Vows would make sense here, albiet with slightly more leniency when dealing with abberations from the vow. (At least at lower levels, that is! Eye-wink ) It's a happy medium in my mind.

But eh, to each his own. Some like the feat system, some like Xan's template system. And none of the systems are perfect right now.

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"Gerzel" wrote:
"Emperor Xan" wrote:
Actually, there are materials out there in 3.5 terms that do have these features built in. My templates, albeit untested, did build in the disadvantages of the factions. However if you do no like that method to solve the problem, UA does present traits and flaws. The problem that traits present however is that the benefits and drawbacks are small. Flaws are problematic in that they grant a feat to be taken for each flaw selected.

I chose the template because it allowed me to add in the drawbacks. I created a new line specifically for drawbacks, but they easily could have been part of the special qualities of the template.

Ok so you're saying that traits and flaws from UE are not all that great for Planescape and we would need more than that. I agree.

Are you also saying that Planescape should introduce an entirely new system, your system of templates, into 3.5 in order to keep with using the building matireials that the wotc people gave us? Doesn't this go completly against the idea of keeping with using existing mechanics?

Actually, the templates, whether someone engineers a better system or not, is firmly established in 3.5 as a way to assign drawbacks. There's overwhelming evidence by the architecture of the rules, sidebars, and essays that the d20 system was built on the concept of min/maxing. In reality, all races are templates added to the human in order to create their unique advantages and disadvantages. There is precedence for this in that all races other than human have adjustments to ability scores and other features that humans do not posses. Some of these races, due to the number of their abilities, have level adjustments. This is done in order to equalize the system in order to justify playing a human. Furthermore, the incentive to play a human due to the boons enjoyed by the standard races comes in the form of an extra feat at creation and 4 extra skill points. You can't sell a race without any inherent advantages other than their "ability to adapt to situations" as a game mechanic with weight.

Honestly, can you validate the rule that you must take the faction flaw to access faction feats and prestige classes? Flaws are supposed to be taken during character creation. Thus, you marginalize characters who want to join factions after 1st level. To fix that, you have to have a wonky rule that allows them to select the flaw anyway. Another problem you run into is that after enough feats one flaw is seriously undermined. In that instance, would you rule that multiple flaws must be taken, thus allowing additional faction feats to be gained?

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"Emperor Xan" wrote:
Actually, the templates, whether someone engineers a better system or not, is firmly established in 3.5 as a way to assign drawbacks.
Where? I know of templates that are taken at character creation, and at other times classes or in game rp changes them, such as half-celestial and ect..
"Emperor Xan" wrote:
There's overwhelming evidence by the architecture of the rules, sidebars, and essays that the d20 system was built on the concept of min/maxing.
Erm. Where? What evidence? Give examples and cite your sources. I have been playing 3rd ed d20 since shortly after it was first published by a couple of months and I have not noticed a tendency to encourage min/maxing anymore than any other comparable game system. What problems have you personally encountered with players min/maxing? And how were those problems of the system and not the players themselves?
"Emperor Xan" wrote:
In reality, all races are templates added to the human in order to create their unique advantages and disadvantages. There is precedence for this in that all races other than human have adjustments to ability scores and other features that humans do not posses. Some of these races, due to the number of their abilities, have level adjustments.
Yes. D20 and most rpg systems use the average human as their base measure because it is something that all players can relate to. It is the same idea as using a football field as a unit of measure because most westerners will know how long a football field is; they can visualize it.

Could you please be more specific on what type of templates that you are advocating here? After all classes can be considered a kind of template to add on to the base human in order to represent increased power due to gaining experience. Heck feats can be thought of the same way if you'd like.

"Emperor Xan" wrote:
This is done in order to equalize the system in order to justify playing a human. Furthermore, the incentive to play a human due to the boons enjoyed by the standard races comes in the form of an extra feat at creation and 4 extra skill points. You can't sell a race without any inherent advantages other than their "ability to adapt to situations" as a game mechanic with weight.

I don't agree. I think it is done instead to provide a way of describing power levels in terms of a unit that players and DMs are already very well acquainted with. The game designers are not trying to "Sell" anyone anything other than the books themselves. Wotc doesn't care if everyone who buys d20 plays an elf.

Also, many players are willing to take a hit to their character's power in order to build a character that fits their concept. In other words players will build characters in order to roleplay and in my personal experience even systems that are built for what you call min/maxing will have players doing this. The rules are just skeletal. You can read the books all you want but until you sit down and play with other people you will always just be looking at so many bones with no flesh on them and not know what the real animal looks like.

"Emperor Xan" wrote:
Honestly, can you validate the rule that you must take the faction flaw to access faction feats and prestige classes?
Yes, quite happily thank you. Many courses of action have both benefits and drawbacks. Paths in factions are no different.
"Emperor Xan" wrote:
Flaws are supposed to be taken during character creation.
Yes as they are defined in the current rules. But we are not talking about flaws but built in drawbacks in feats.
"Emperor Xan" wrote:
Thus, you marginalize characters who want to join factions after 1st level.
Uhm, How? I don't see how characters are marginalized if they join after 1st or 30th.
"Emperor Xan" wrote:
To fix that, you have to have a wonky rule that allows them to select the flaw anyway.
No, these flaws that are put in some faction feats are not the flaws from other 3.5 material that are used to gain feats. You still have to use an existing feat slot to take the faction feat and you cannot choose to take the feat with out also taking the flaw. They are flaws in the sense that they are drawbacks to the character, but they are not flaws in terms of the game mechanic named flaws.
"Emperor Xan" wrote:
Another problem you run into is that after enough feats one flaw is seriously undermined. In that instance, would you rule that multiple flaws must be taken, thus allowing additional faction feats to be gained?
I have not run into that problem. I don't know of anyone who has run into that problem. In my experience, especially drawing upon my experience in playing games which use mechanics that features both advantages and disadvantages giving points where many flaws are taken during character creation. As a character's power grows a flaw may be marginalized, but it is still there. The fact that the character had to deal with the flaw at some point pays for the corresponding advantage. Also small flaws can come back to haunt the character in surprising ways. "All right Prof Y. E/M boy's field is disabling all electronic devices, including your chair..."

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Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

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"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

Huh? So this supposedly negates everything I've said?

PS3e can make new feats and new rules to go along with the Planescape setting. If PS3e couldn't your template system and belief points would not be publishable here as well.

Besides how does that make any difference on what I just said?

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"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

Fine. If you really want one here goes.

Skill Focus grants a +2 to one skill.

Benefit: +2 to one skill and it fills requirements for several prestige classes.
Drawback: It fills a feat slot, and a +2 bonus that does not count for total ranks is a very low bonus considering that most other skill feats at least grant +4 or more. In play this is a real drawback to the feat.

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"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In 3.5, the only way they have demonstrated a mechanical benefit for being a member in a group is through a prestige class. Not a template, not a set of feats. Really, this logic makes you both wrong.

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"Bob the Efreet" wrote:
"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In 3.5, the only way they have demonstrated a mechanical benefit for being a member in a group is through a prestige class. Not a template, not a set of feats. Really, this logic makes you both wrong.

Ok true. I conceed that I am wrong by that arguement. Thus the idea of factional feats is not in 3.5 either. But then again neither are the factions, well some are...

Thus I suppose 3.5 precedent doesn't matter much at all. The feat mechanic works in play. No problem.

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"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In FRCS (and updated to v3.5 in Player's Guide to Faerun), there's the Shadow Weave User feat chain. Most of them give you small benefits when using enchantments, illusions, and necromancies, and small drawbacks when using evocations and transmutations.

Overly complicated and stupid rules. Not to mention that three of the feats are gained as bonus feats at level 1 of the Shadow Adept prestige class. :roll:

But hey, it's the Forgotten Realms...

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"Bob the Efreet" wrote:
"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In 3.5, the only way they have demonstrated a mechanical benefit for being a member in a group is through a prestige class. Not a template, not a set of feats. Really, this logic makes you both wrong.

What about feats for the druidic sects in Eberron?

It's also important to note that the PSCS gives you no powers for being in a faction. Being in a faction simply opens up the option of getting specific faction feats.

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"Nemui" wrote:
"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In FRCS (and updated to v3.5 in Player's Guide to Faerun), there's the Shadow Weave User feat chain. Most of them give you small benefits when using enchantments, illusions, and necromancies, and small drawbacks when using evocations and transmutations.

Overly complicated and stupid rules. Not to mention that three of the feats are gained as bonus feats at level 1 of the Shadow Adept prestige class. :roll:

But hey, it's the Forgotten Realms...

I've already quoted the updated version of 3.5 feats for FR. The penalties are nonexistant.

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"Gerzel" wrote:
"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

Fine. If you really want one here goes.

Skill Focus grants a +2 to one skill.

Benefit: +2 to one skill and it fills requirements for several prestige classes.
Drawback: It fills a feat slot, and a +2 bonus that does not count for total ranks is a very low bonus considering that most other skill feats at least grant +4 or more. In play this is a real drawback to the feat.

This is listed in the feat, yes?

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"Bob the Efreet" wrote:
"Emperor Xan" wrote:
Gerzel, you still haven't shown me a 3.5 feat with both a benefit and a drawback.

In 3.5, the only way they have demonstrated a mechanical benefit for being a member in a group is through a prestige class. Not a template, not a set of feats. Really, this logic makes you both wrong.

So, to be a member of the Harpers, you have to take a level in one of their prestige classes?

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Erm...

I'm sorry, but I've forgotten what we are argueing about.

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That penalities are not only listed in 3.5 feats, but that WotC uses them as such and how PW should follow WotC construction given the relationship that's been established for the PSCS and the use of any WotC product to create PS in d20 terms.

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"Emperor Xan" wrote:
That penalities are not only listed in 3.5 feats, but that WotC uses them as such and how PW should follow WotC construction given the relationship that's been established for the PSCS and the use of any WotC product to create PS in d20 terms.

Ok so there is no need to keep argueing with you. You belive that PS3e shouldn't be adding rules like feats with drawbacks. I belive that it is nessasary to do and that there is nothing that makes it wrong for PS3e to do so. After all, Planescape is different from standard D&D. Thus the rules need to be different slightly. I don't see how this is different from you adding templates and belife points. In fact I see feats with drawbacks as a minor addition compared to your system.

Good bye for this thread. I am done.

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"Emperor Xan" wrote:
So, to be a member of the Harpers, you have to take a level in one of their prestige classes?

Nope.

You seem to be laboring under a misapprehension. Do you think that the planewalker campaign setting requires factioneers to take faction feats? Earlier a major part of your argument seemed to be that the vows in the Book of Exalted Deeds were fundamentally different from, say, the Ring-Giver feats because the vows are voluntary. Of course, both are voluntary.

I say "seemed to be" because, frankly, you're not a very coherent writer. It's extremely difficult to follow what you're trying to say at times. I know you're still learning, and you once said you were dyslexic, but I still thought you should be aware. Just in case you didn't realize.

For example, just as a tip, your post above might have been phrased this way:

"We're arguing about whether or not there are any 3.5 feats with disadvantages. We're also arguing about whether or not WotC uses these feats as disadvantages (I'm actually not sure what the distinction is here; what were you trying to say?).

My point is:
1. if all feats in D&D version 3.5 are entirely advantageous, and

2. if Planewalker has agreed to mimic every aspect of its Planescape conversion after precedents established in the revised version of the game, and

3. if everything in the unrevised version of the game that hasn't yet been officially converted to version 3.5 can no longer be used by Planewalker as an example to model its game mechanics on

Then Planewalker should not include feats with any sort of inherent disadvantage."

That's pretty clear, I hope. Of course, we've established that (1) isn't true, and we haven't established that (2) or (3) are true.

Naturally, you don't have to number every one of your arguments. Constructing your sentence the way you did, however, using many different words ("that," "but," "and how," and "given") to connect the various points of your run-on sentence was a poor choice. It's very messy-looking and directs the reader in several different directions when what you want is to logically move him or her forward, one step at a time. When different clauses fit into a paragraph in the same way, it's best to link them in the same way. I used three "ifs," for example, and linked each part with an "and." This made it easier to follow.

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For point #1, you haven't established that there are disadvantageous feats in 3.5.

My argument is based on the agreement that PW has with WotC that allows them to take components of published material and incorporate it into the PSCS. My rules for madness, as an example, are drawn from the Wheel of Time RPG. I also used Star Wars in conjunction with WoT to build classes that worked well as core classes for planar characters that involved little more than rewriting the flavor text.

Other sources that I've used include the SRD and WotC settings licensed out to other publishers, such as Ravenloft. I've additionally used d20 Modern and Urban Arcana along with Monte Cook's Arcana Unearthed as resources for building progressions for some classes.

Several people have pointed out feats that have bonuses and penalties, but none of which are 3.5 feats. I have nearly all the WotC books with the exception of perhaps 6 books. Someone mentioned Eberron as having feats with drawbacks, but I have yet to see those in my reading of the Eberron setting book.

My version of Belief Points were originally modeled on Star Wars' Force Points. You could easily use Action points in their place, but they lack the pooling capacity that Force Points offers for Force weilders. To have access to more Force Points than what your character level allows, there is a feat that even Jedi classes must possess to go beyond that restriction. I modeled the Belief Point feat after this. Some of my material in regards to the feats, skills, and rules systems are verbatum in some places from the texts that I got them from. I've even stated as much when I've presented them.

The only mechanic that I've massaged to fit Planescape is the template. Templates do include penalties with them. Some of these penalties apply to the creature type, such as the effects holy water has on undead. Others are tied to an ability that normally grants the template a bonus, such as damage reduction, unless a certain requirement is met that negates that quality completely. A great example of a 3.5 template that has a serious drawback to it is the Voidmind listed in MM III. In the same book, the Woodling template lists not only a damage reduction of 5/slashing, but a vulnerability to fire as well.

Instead of listing drawbacks as part of the Special Qualities of the template, I gave them their own line. Unnecessary as it may have been, it was an organizational tool for myself.

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If I'm not mistaken, you're saying it would be okay to model game mechanics on the Star Wars or Wheel of Time RPGs, but not okay to use the Book of Vile Darkness? Or are you just saying that you use non-D&D d20 products as inspiration, but Planewalker shouldn't? Again, you're less than clear.

Quote:
Several people have pointed out feats that have bonuses and penalties, but none of which are 3.5 feats.
Stench of the Dead from Unearthed Arcana, the vows in The Book of Exalted Deeds. I know you don't think the first two should count, but your arguments were less than persuasive. As I recall, they all depended on your idea that the fact that taking these feats is voluntary somehow makes them different from the Bleaker or Ring-Giver feats, or on your proposition that Stench of the Dead is only for NPCs, as if that mattered. I didn't really understand what paladins had to do with anything.

I could just as easily rationalize why the "disadvantages" in the Planewaker feats aren't really disadvantageous using the same standards. The insanity points in the Bleaker feats certainly aren't anything that would dissuade me from playing a Bleaker; they're just the mechanic, albeit somewhat of an ugly one, that allows the feats to work. They also add a bit of flavor to a character that's probably going to be played as slightly unhinged in any case. The wealth restriction in one of the Ring-Giver feats is no different essentially from the one in the Vow of Poverty from the Book of Exalted Deeds.

For that matter, Skill Focus is actually a pretty good example. While the description of the feat doesn't spell out the disadvantages of taking it as opposed to basically anything else, the disadvantage is very real nonetheless. There's no reason to limit the argument to disadvantages actually spelled out in the feat description except that it helps your argument. It would help your argument, that is, if your argument was only feats shouldn't explicitly mention any disadvantages they might have. It's not: your argument is a larger one, that feats should only be advantageous to those who purchase them. Or, at least, that you think Wizards of the Coast thinks so.

There's no real reason to limit our discussion to 3.5 feats either, considering how young D&D 3.5 still is. In a few years when all the vile feats are reprinted somewhere, this might be different. Only feats that were actually explicitly revised in the new edition should be exempt from the discussion.

Quote:
Templates do include penalties with them.

No doubt. It's certainly at least as much a curse as a blessing to be an involuntary werewolf, for example. Nobody's going to argue with you on that one.

What there's no precedent for is the way you're using templates. Templates represent a shorthand, an easy way for the DM to create monsters. Rather than a dozen kinds of half-dragons, the Monster Manual has one half-dragon template applicable to most kinds of monsters. In almost all cases, templates represent a completely different species than the base creature. In the cases where this is not true, the template at least represents some kind of radical physical transformation, as in the voidmind or spellstitched undead.

This isn't true with factions, generally, except in a few isolated cases like the incantifers and prolongers, and the Doomlords. Factioneers remain themselves; they've just learned a new ability. This is no different from any other feat, skill, or class ability in 3e terms. What a Taker learns from devotion to her cause, a rogue learns from practice. This is no reason to change the idea that new abilities are gained by spending feat slots, skill points, or class levels. What you've done is take the 2e idea of factioneers automatically gaining a few lame advantages and disadvantages and made 3e templates out of them, confusing one mechanic (the 2e faction "kits") with a completely different one (templates). You've essentially created an alternate character advancement method, with an alternate kind of experience point system (belief points) to be used alongside the standard advancement system. And you want to put this in the center of the game, as something the PCs commonly do, dramatically changing the dynamic of the campaign by pushing the PCs in two directions at once. Surely, if fidelity to WotC's standards is the goal, we should use only one character progression method at a time?

There's no precedent, to my knowledge, for the way you're using belief/hero/force points either. They're used as bonuses to rolls, or as a way of powering force powers gained through class levels, not as a secondary kind of XP completely independent of the class system that defines the game. If precedents are important to you, this is a damaging point.

You could, and have in the past, argue that it's reasonable to use an old mechanic in a different way. Although I think the particular way you're using templates is aesthetically ugly, a brutal violation of the system instead of a logical extension of it, I do agree with this as a general proposition. What you can't do and remain intellectually honest is argue that it's okay to twist the use of templates but not okay to twist the use of feats, which - as the posters here have shown - Planewalker didn't even do.

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"A feat is a special feature that either gives your character a new capabilitiy or imporoves one that he or she already has."

PHB, p. 87

"Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat."

PHB, p. 87

"Benefit: Waht the feat enbales the character ("you" in the feat description) to do."

"Normal: What a character who does not have this feat is limited to or restricted from doing. (My emphasis If not having the feat causes no particular drawback, this entry is abscent."

PHB, p. 89

Know of any disadvantages that enable you to do something beneficial?

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