Talk:Anti-Feats (5e Variant Rule)

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This should include a description of the downtime activity to overcome an antifeat and a mechanic to determine the cost. Perhaps cost should be antifeat specific? --Kydo (talk) 16:25, 29 July 2015 (MDT)

The idea is that you get a feat in exchange for the anti-feat, so the ability to remove the anti-feat, but still retain the beneficial feat... are you sure?
It looks to me like you are approaching these as a penalty the DM would impose on the PC, which must then be overcome. It was never meant that way, so before I answer I may need more of your thoughts. --Entropicscholar (talk) 17:53, 29 July 2015 (MDT)
No. To quote the article... "Furthermore, those acquired as in game detriments do not automatically grant the normal associated benefit. Rather, the character is allowed in-game to choose to either attempt overcoming their new-found flaw (they would then no longer have the anti-feat) or to work around it, gaining a bonus feat for the effort. Either choice requires spending downtime training to and/or a quest, to achieve successfully." ...yet you gave no downtime activity, nor any hint as to how to go about running one in regards to the antifeats. My assumption would be that each antifeat would have its own downtime activity cost. --Kydo (talk) 21:09, 29 July 2015 (MDT)
It appears you are correct. I had forgotten I had included that clause. I've added a list of suggested cures of each of the listed AntiFeats... but once again, they were intended as permanent traits.--Entropicscholar (talk) 00:05, 30 July 2015 (MDT)


I would appreciate any suggestions you may offer in terms of added AntiFeats, or possible Cures. --Entropicscholar

Sure! I think this is an awesome idea! It can even tie into the Afflicted (5e Background) I'm working on; a character with that background would likely choose one or two of these if they wanted their condition to be more than cosmetic! That's why I wanted to see it in a complete state! These also stand as items the DM can use as plot devices by inflicting them upon PCs, or even plot devices the PCs inflict on the DM! My ideas:
  • Blind (Character is constantly affected by the blinded condition),
  • Deaf (Character is constantly affected by the deafened condition),
  • Poisoned (Your character has been inflicted with a slow-acting poison which will kill you if you do not receive its antidote within a given time frame, possibly a few years. Within that time, the character is permanently afflicted with the Poisoned condition. This one can readily be used as a plot element and macguffin by the DM),
  • One-Armed (The character only has one arm. This prevents them from doing anything if their one hand is full, and prevents them from holding multiple weapons or two-handed weapons),
  • One-Legged (The character must use a crutch to walk, or they are permanently afflicted with the Prone condition. Can be overcome by getting a peg leg),
  • One-Eyed (Disadvantage on all attack rolls at a range greater than 10ft, and disadvantage on all checks to hit a mark at a distance)
  • Insane (The character has a Long-Term or Indefinite madness (DMG P.260) permanently.)
  • Unwell (The character is permanently sick with a disease (DMG P.256))
--Kydo
For the time being, I'm removing "insane", "unwell", "one eyed", and "poisoned". The reason for this is because A) the ailment is not severe enough to warrant a bonus feat, or B)you did not provide sufficient rules in association with the ailment or C) the ailment you listed in necessarily temporary in nature, or has a cure already built in to the normal game rules.
The penalties (there should always be 2 or more explicit penalties) should be ones that any character can work around, but which will be a severe problem regardless of your class. The total detriment is also meant to be greater than that of whatever feat is gained in compensation.

--Entropicscholar

Sorry about that, my phone was dying and I had to save or risk losing everything I'd written, so the last three wound up being saved in an unfinished state. The intent was that the normal rules for recovery from a condition were superseded by the antifeat's statement of permanence. --Kydo (talk) 05:49, 24 August 2015 (MDT)
  • Mute(you may not speak audibly, you have to make a dc 20 check using your casting ability to cast spells with vocal components, you may exchange a language for its sign language. You understand the language but its sign language is treated as a seperate language to everyone else)? Stkr (talk) 23:34, 22 March 2018 (MDT)
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