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    Titan in the Playground
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    Default Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    After some research of alternate class features, racial substitution levels, and class variants, I have determined the following class features to be "equivalent" to each other. That is to say, it is probably a good assumption--given justification--to assume that these features are relatively equivalent in value and could reasonably be taken by any character.

    As always, check with your DM first.
    {table=head]Lose | Gain
    1 1st level spell slot, 1 2nd level spell slot | Domain Access
    A Thousand Faces | Camouflage
    Access To Two Domains | One Planar Domain
    Advanced Learning | Eclectic Learning
    Animal Companion | Distracting Attack
    Animal Companion + Wild Empathy | Elemental Companion
    Bardic Knowledge | 1/2 Rank/Level in All Rankless Skills
    Bonus Feat | Aligned weapon
    Bonus Feat | Bardic Knowledge
    Bonus Feat | Damage Rolls vs. Extraplanar Creatures +2
    Bonus Feat | Domain Granted Power
    Bonus Feat | Extend Spell For All Spells Of One School
    Bonus Feat | Extradimensional Storage Space
    Bonus Feat | Minor Shapechange
    Bonus Feat | Psionic Mantle
    Bonus Feat | Sneak Attack
    Bonus Feat | Spontaneous Spellcasting From One School
    Bonus Feat | Telepathy
    Bonus Feat | Temporarily Align Weapon
    Camouflage | Skill Mastery
    Countersong | Counter Fear
    Detect Evil | Detect Dragonblood
    Detect Evil | Detect Undead
    Doge Bonus to AC | Two-Weapon Defense
    Domain Granted Power | Spontaneous Restorations
    DR 1/- | Damage Rolls With Two-Handed Weapons +2
    DR 1/- | DR 2/Adamantine
    Elude Touch | Psionic Mantle
    Endurance | Heat Endurance
    Evasion | Mettle
    Evasion | Spell Reflection
    Familiar | 1/2 Progression Animal Companion
    Familiar | Dark Companion
    Familiar | DR 1/Adamantine + Alertness
    Familiar | Draconic Heritage
    Familiar | Immediate Magic
    Familiar | Quicker Metamagic (Limited Per Day)
    Fast Movement | Climb Speed
    Fast Movement | Improved Grab
    Fast Movement | Pounce
    Fast Movement | Roofwalker
    Fast Movement | Standing Long Jumps
    Fast Movement (Land Speed) | Fast Movement (Swim Speed)
    Flurry of Blows | Decisive Strike
    Flurry of Blows | Skirmish
    Grace | SLAs from a limited list
    Heavy Armor Proficiency | Air Mastery
    Heavy Armor Proficiency | Dodge Feat
    Immunity to Venom | Immunity to Planar Effects
    Improved Uncanny Dodge | Bonus Feat
    Improved Uncanny Dodge | Fortification
    Improved Uncanny Dodge | Will Saves vs. Illusions +4
    Ki Strike (Adamantine) | Ki Strike (Cold Iron)
    -1 Spell From Highest Tier Available | +2 HP/level, Martial Weapon Proficiency, Weapon Focus
    Medium and Heavy Armor Proficiencies | Armored Mage (Light)
    Progressing Damage Reduction | 1 HP/level
    Purity of Body | Elemental Resist 5
    Rage | Ferocity
    Rage Per Day | Rage When Below 1/2 HP
    Remove Disease | Remove Curse
    Remove Disease | Remove Fatigue
    Resist Nature's Lure | Heat Endurance
    Resist Nature's Lure | Saves vs. Outsiders +2
    Skirmish | Riposte
    Slow Fall | Walk On Water
    Smite Evil | Rage
    Smite Evil | Ranged Smite Evil
    Sneak Attack | Bonus Feat
    Special Mount | Charging Smite
    Spellcasting (Halfcaster) | Bonus feat every four levels
    Spontaneous Cure/Inflict Spells | Spontaneous Domain Spells
    Spontaneous Summon Nature's Ally | Spontaneous Rejuvenation Spells
    Still Mind | Saves vs. One Alignment +2
    Suggestion | Command
    Suggestion | Saves vs. Mind-Affecting Effects +2
    Swift Tracker | Planar Intuition
    Track | Urban Tracking
    Track + Swift Tracker | Trapfinding + Disable Device
    Trap Sense | 1/2 Precision Damage vs. Immune Creatures
    Trap Sense | Dodge Bonus vs. Spells
    Trap Sense | Nature Sense
    Trap Sense | Portal Sense
    Trap Sense | Reflex Rerolls
    Trap Sense | Trapfinding
    Turn Undead | Smite Evil Outsider
    Turn/Rebuke Undead | Smite
    Uncanny Dodge | Disruptive Attack
    Uncanny Dodge | Light Fortification
    Uncanny Dodge | Reckless Charge
    Volatile Mind | Expanded Knowledge
    Weapon Focus + Weapon Specialization | Add Temporary HP To Buff Spells
    Wild Empathy | Vermin Empathy
    Wild Shape + Animal Companion | Shapechange
    Woodland Stride | Crowd-Walker
    Woodland Stride | Sandskimmer[/table]
    I have bolded in the table above those entries that I thought were the best point to measure equivalent powers, so perhaps that will serve as a baseline.

    As you can see from the table, a lot of what's presented as "alternate class features" is really merely changing the targets that are eligible for the original power: Wild Empathy and Vermin Empathy, for instance. It is probably a reasonable assumption to assume that swapping one type for another within a specific class feature is roughly equivalent in power.

    Extrapolating from this, however, one might be able to do even more within the flexibility of the system. Theoretically, one could trade Flurry of Blows for a Skirmish progression, and then trade the Skirmish progression for a Riposte progression. Similarly, one could trade Turn/Rebuke Undead for Smiting, then trade the Smiting for Rage, and the Rage for Ferocity.

    Thoughts?
    Last edited by Fax Celestis; 2007-10-03 at 11:17 AM.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    This is sort of specific, but is there a specific example of Familiar for Draconic Heritage? I've commonly houseruled it in many cases, but I've never seen an actual option.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Kaelik View Post
    This is sort of specific, but is there a specific example of Familiar for Draconic Heritage? I've commonly houseruled it in many cases, but I've never seen an actual option.
    Racial Substitution Level from Races of the Dragon, I believe.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    The list says Evasion=Mettle, in bold. To my knowledge, there is no "Improved" Mettle, and most classes that gain Evasion also gain Improved Evasion, so does that line mean Evasion and Improved Evasion = Mettle?

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Indon View Post
    The list says Evasion=Mettle, in bold. To my knowledge, there is no "Improved" Mettle, and most classes that gain Evasion also gain Improved Evasion, so does that line mean Evasion and Improved Evasion = Mettle?
    There is indeed an Improved Mettle, though it is generally gained via a magic item, not a class feature. What it does is make it so that you ignore the effects of Fort/Will Partial on a successful save, and take the partial even on a failed one.

    To answer your question, no. In an instance like that, I would either replace Improved Evasion with Improved Mettle or replace it with regular Evasion.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Excellent list, and I believe from your response that you did it mostly by memory. For those of us who can't remember what comes from which book, a third column of "source" would be appreciated.

    *Not trying to be snarky *
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Also, what about Familiar - Spontaneous Metamagic, which the Sorceror can get I believe in the PHB 2?

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Indon View Post
    The list says Evasion=Mettle, in bold. To my knowledge, there is no "Improved" Mettle, and most classes that gain Evasion also gain Improved Evasion, so does that line mean Evasion and Improved Evasion = Mettle?
    Almost all the classes that use this substitution (all the ones I can think of, anyway) give Evasion at the level they would get Improved Evasaion.

    Quote Originally Posted by Indon View Post
    Also, what about Familiar - Spontaneous Metamagic, which the Sorceror can get I believe in the PHB 2?
    It's already on the list, under Familiar = Quicker Metamagic (limited per day).

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    I would say real balance comes in the harmony of features and level, rather than mixing and matching.

    Consider this: power attack trees are useless for a mage in a high-level game. This is obvious: not enough bab to swap with enough left over to hit high-level monsters.

    As well, spellcasting depends on which spell list and progression one has. Is the druid the match of a wizard, based on full caster and wildshape vs. wizard spell lists? You can't really mix and match that element: swap the bonus feats of a wizard full-caster with a druid' wildshape, are you nuts?!

    That said, and given the reams of your material I've read Fax (including that Paladin varient, of which I am a fan), I'd say there are elements that can be swapped but you'd have to ask by whom. If we divided it up by Bab or role, you'd have Warriors, Clerics/bards/druids, sor/wizards/psions.
    A barbarian with Rage could swap that with a fighter's feat tree; but rage for a Bard wouldn't have the same Umph, and so wouldn't be reasonable.

    So what I'm saying is context. Who's swapping what, and what does it give 'em?

    Also: I'd say try out Mutants and Masterminds 2nd ed. You're taking 3.5 and shuffling around pre-made engine bits from other cars with feat/feature swapping. Mutants and Masterminds gives you the nuts and bolts and generic parts, and then you build up the car the way you want it.

    at least take a look. Its goal was to strip down 3.5 to the real elements, to give an idea of what exactly one is doing with each ability or class feature and the ability to monitor exactly customization.
    Grrr. Arrrgh.
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Is it possible to go backwards?

    For example, to exchange Sneak Attack for a Bonus Feat?

    I'm considering using this list to build personalized balanced variants for a game I'm starting soon.
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    Quote Originally Posted by Arbitrarity View Post
    The wizard sleeps the fighter, and/or greases him for sneak attack, and/or uses color spray. And/or makes him too weak to use his armour. And does the laundry.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by psychoticbarber View Post
    Is it possible to go backwards?

    For example, to exchange Sneak Attack for a Bonus Feat?

    I'm considering using this list to build personalized balanced variants for a game I'm starting soon.
    I don't see why not. Also, look further down the list: "Lose: Sneak Attack; Gain: Bonus Feat".
    Quote Originally Posted by Fizban View Post
    Excellent list, and I believe from your response that you did it mostly by memory. For those of us who can't remember what comes from which book, a third column of "source" would be appreciated.

    *Not trying to be snarky *
    I'll try.

    Also note, these are just hte simple ones. There are other variants (mostly out of UA) that do too much to be able to accurately determine equivalents.
    Last edited by Fax Celestis; 2007-10-03 at 02:47 PM.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Fax_Celestis View Post
    I don't see why not. Also, look further down the list: "Lose: Sneak Attack; Gain: Bonus Feat".
    Haha, there it is. Thanks. I'll be sure to post the variants as I create them.
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    Quote Originally Posted by Arbitrarity View Post
    The wizard sleeps the fighter, and/or greases him for sneak attack, and/or uses color spray. And/or makes him too weak to use his armour. And does the laundry.

    Avatar by Starwoof! Thank you kind sir!

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    First of all, thanks for doing this.

    Your chart reminds me of the point based class builder from the 2nd ed DMG. I always wished that Unearthed Arcana had included something similar. I have no desire to create GURPS D&D, but I've always thought that having such a point system (or something similar) would help 3rd party publishers immensely, making game balance a lot easier.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Person_Man View Post
    First of all, thanks for doing this.

    Your chart reminds me of the point based class builder from the 2nd ed DMG. I always wished that Unearthed Arcana had included something similar. I have no desire to create GURPS D&D, but I've always thought that having such a point system (or something similar) would help 3rd party publishers immensely, making game balance a lot easier.
    I completely agree, on both counts.
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    Quote Originally Posted by Arbitrarity View Post
    The wizard sleeps the fighter, and/or greases him for sneak attack, and/or uses color spray. And/or makes him too weak to use his armour. And does the laundry.

    Avatar by Starwoof! Thank you kind sir!

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    This is great Fax. Sources would be nice though

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    There's some nice things on this list. For instance, I've had a wizard character that would totally have spent a feat on bardic knowledge if possible, because it was extremely fitting for his sage/know-it-all status.

    I wonder about the "Bonus Feat | Extend Spell For All Spells Of One School" bit, though. Does that mean free extend? If so, woot!

    Swapping a bonus feat for Minor Shapechange, or Spontaneous Spellcasting From One School, or Telepathy, or Imp Uncanny Dodge is probably too much, as is evasion to spell reflection, and fast movement to pounce (yes, yes, lion barb level 1, but that is considered somewhat cheesy)

    Looking at this, I'd say D&D could benefit from a skill/feet tree.
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Thanks for this, Fax! I really wish there were more equivalencies for Trap Finding, though.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Kurald Galain View Post
    is probably too much, as is evasion to spell reflection
    Actually, the Spell Reflection from CM is really limited, and only recommended if you're going to be getting Evasion from two different classes (multiclassing Monk/Rogue, for instance), since it's better than nothing.


    I really like this list. It looks like it'll be a big help with the campaign I'm starting. Thanks Fax!

    (and sorry for contributing to thread necro)

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Nice work. I am faving this topic so I can check it out anytime.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    I need to update this...

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Trading Flurry for Skirmish? That'd make Monks slightly more viable.

    -1 Spell From Highest Tier Available ---> +2 HP/level, Martial Weapon Proficiency, Weapon Focus
    Is that from the Battle Sorcerer variant? It looks like it, but the Battle Sorcerer makes a lot of trades.

    Linkage.

    Good work, though. I'm bookmarking this.
    Last edited by Miles Invictus; 2008-01-22 at 05:28 PM. Reason: Brain not working today. *grumble*

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    This is really cool, you can easily use this to make a point based class system, or just for homebrewing.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Miles Invictus View Post
    Trading Flurry for Skirmish? That'd make Monks slightly more viable.



    Is that from the Battle Sorcerer variant? It looks like it, but the Battle Sorcerer makes a lot of trades.

    Linkage.

    Good work, though. I'm bookmarking this.
    No, it's from the Stalwart Sorcerer variant. Complete Mage? Combining the two has been suggested, though which order to stack them in for loss of spells is unclear. This would give 1d8+2+con hp/level, equivalent to a d12 average, which sounds really nifty even if it isn't.
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Fizban View Post
    No, it's from the Stalwart Sorcerer variant. Complete Mage? Combining the two has been suggested, though which order to stack them in for loss of spells is unclear. This would give 1d8+2+con hp/level, equivalent to a d12 average, which sounds really nifty even if it isn't.
    That's not all you get, though. You also get proficiency with two martial weapons, weapon focus with one of them, 3/4 BAB, and Armored Mage (Light).

    Couple this with the Domain Sorceror variant (from CCham, and preferably for a domain like War) and you can end up with a rather strong monoclass-gish.
    Last edited by Fax Celestis; 2008-01-22 at 06:32 PM.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Fax_Celestis View Post
    There is indeed an Improved Mettle, though it is generally gained via a magic item, not a class feature. What it does is make it so that you ignore the effects of Fort/Will Partial on a successful save, and take the partial even on a failed one.

    To answer your question, no. In an instance like that, I would either replace Improved Evasion with Improved Mettle or replace it with regular Evasion.
    The Void Incarnate also gains Improved Mettle; there, it seems to be given more value than Improved Evasion.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Illiterate Scribe View Post
    The Void Incarnate also gains Improved Mettle; there, it seems to be given more value than Improved Evasion.
    I'd take Improved Mettle over Improved Evasion in a heartbeat. The SoS, SoL, SoD spells just make Ref the least important save in any game I've every heard off.
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Fax_Celestis View Post
    That's not all you get, though. You also get proficiency with two martial weapons, weapon focus with one of them, 3/4 BAB, and Armored Mage (Light).

    Couple this with the Domain Sorceror variant (from CCham, and preferably for a domain like War) and you can end up with a rather strong monoclass-gish.
    True. I meant mostly to discourage taking it only for the high effective hit die. Which I suppose would have made more sense if I'd listed the other benefits too. I assume you're taking the War domain for divine power? What other domains would be worthwhile? I'd think domain sorcerer would be one too many drains on your spells known.
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    I just wanted to pop in and say thanks for assembling that list, Fax. Not only does it confirm what I had already suspected regarding several abilities, but it got me to thinking about others. I haven't homebrewed in a while, but I'm going to be starting again soon, and this list will come in handy, as I was just thinking about making a class with ability options. Thanks for your hard work!

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Quote Originally Posted by Miles Invictus
    Trading Flurry for Skirmish? That'd make Monks slightly more viable.
    The Skirmish is only +2d6/+1 AC... not enough to actually boost the monk at all.

    The "Size Matters Not" Halfling Monk feature is pretty nifty though.

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    Default Re: Class Feature Equivalencies (or, How To Be Reasonable When Mixing And Matching)

    Have you considered updating this with other equals?
    For example, trading something for a higher hit die. Or more skill points.

    It would be interesting to see these come up.

    Actually... is there any classes that have alternatives that allow this? I can only think of the battle sorcerer which gets bonus HP - but that has been listed.
    Last edited by Reinboom; 2008-01-23 at 03:05 AM.
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