Sunday, October 16, 2022

Mini-Review: Old-School Feats, by Eric Diaz

In retro-clone games (or equivalent early-edition D&D), PCs don't have a significant number of traits or what may be considered “feats” outside of a few class- or species-specific qualities. Character customization is generally non-existent outside of role-play. And “builds” are non-existent (thank the dice gods.)

However, I like the idea of adding color or “knacks” to PCs, without over-building them, or making the feats “be” the character. After all, the character “build” should come through play and experience, with an emphasis on discovery rather than pre-design.

In Old School Feats, Eric Diaz has attempted to provide some options to differentiate characters within the classes without breaking the game or classes.



The feats in the supplement provide modest amendments to the four primary character classes (cleric-fighter-mage-thief). The feats don't “ladder,” that is, a prerequisite feat isn't required to select a subsequent feat. This is a good thing, as it avoids the “build” mechanic of later editions. Some feats are stackable, e.g. can be selected multiple times (These are typically associated with ability score improvement or similar).

The supplement feat lists are divided into “general” and class-specific feats. These are self-explanatory, but anyone can pick from the general list in addition to their respective class feats.

Fighters and thieves receive the most options to provide flavor to those particular classes (20 each), with clerics and magic-users having a more modest list of options. Several of the cleric and mage feats provide spell-like effects that could offset a single 1st/2nd level spell (e.g. limited bless or magic missile equivalents). Again, since these are low-level, and modest, they don't break anything.

A few of the “general” feats are a pseudo-multi-class (the 'dilettante' classes) where the PC can add characteristics of a second class (armor, spell, and skill access, usually at one-half the PC level). I feel that these should have an effect on xp or leveling requirements. Although they aren't a true multi-class, they can bend the fiction of the single classes a bit. If I incorporate the supplement, I may delete these or downgrade them to better fit my vision of feats.

The demi-humans aren't provided their own feat lists but may select off equivalent class lists (fighter for dwarf and halfling, fighter and mage for elves). I'd personally give the halflings access to the thief feats (just because I treat them as snipers anyway...) After all: Dwarf = tough fighter with underground skills. Vs. Halfling = sneaky fighter with missile skills. Honestly I approach halflings like this scene: 


Yes, I'm posting this video twice in two blog posts

It's my personal preference and nothing says I can't. Eric also provides some suggested options to customize/balance the demi-humans by swapping existing class traits for selected feats in order not to over-build or create additional imbalance with respect to the original demi-human traits (outside of the existing imbalances and broken bits - ha).

The base approach is to gain a feat at 2nd level, with an additional feat selected every 3-5 levels, depending on the character class. Eric also provides example feat packaged for characters, e.g. “Dwarven priest,” “Knight,” “Warlock” where the suggested feats may be used to create an archetype or subclass.

I may bring this into my game, such as incorporating a feat into leveling or play-inspired actions (favored enemy, RP, successful saves, etc.) or as a bridge with newer play styles. As I previously mentioned, one of our resident fighters is searching for a way to stand out besides hack and slash, so this may come into play to provide a bit of color.

This is certainly not the first attempt at a feats/traits supplement for old-edition gaming. Two others that I have within easy reach are Dyson Logos' selection of d12 tables, written for Labyrinth Lord, but easily compatible. I've dropped a few of these into pre-gens I've created for games in the past. I also have Jonathan Becker's Complete B/X Adventurer which has tables of “Exceptional Traits” for the four classes. The products share a number of similar elements within their lists, typically +1 bonuses, fighting feats, and other modest perks. Like Old School Feats, they provide some elements for adding a bit of variety to the archetypal classes without creating an imbalance.

Edit: Found a few more on my shelf, compliments of Gavin Norman: The B/X Rogue: added talents and skills for the thiefy types. The B/X Warrior: As above but for the sword-and-board crew. A few selected feats for fighters also show up in Carcass Crawler #1. Add to that OSR feats in Old School & Cool #1. And 'Fighter Tricks' in Dice Roll Zine #3. I'm sure if I keep pulling zines and supplements off my shelf, I'll find more, but it's time for a last-minute Brewery Game. Happy Houseruling, all!

Old School Feats: https://www.drivethrurpg.com/product/407233/Old-School-Feats-OSR $4.99 for pdf, 22 pages including OGL.

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