Talk:Feral Strike (3.5e Variant Rule)

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Function & Intent[edit]

Is this meant to allow characters with multiple natural weapons to get into multiweapon fighting, or to limit them to the TWF progression? If it's the latter, I think I really like this variant, and it would fix things like the infinite-natural attacks of the Warshaper. If the former, I think that has the potential for evilbadsauce stuff and would stay away from it. --Ghostwheel (talk) 09:17, 28 April 2015 (UTC)

It's basically an option for designers when making stuff that might otherwise have natural weapons to instead get feral strike attacks, so creatures can have lots of inbuilt-weapons as various attack options but not get extra attacks per round because of them, like if we were making a Horned Tiger Dragon Kickboxing Master (3.5e Monster) that totally gores, kicks, claws, chews, wing smashes and tail whips. Being armed is nice, but granting way too many extra attacks just to grant attack options is silly, also, I just don't like giving PCs natural weapons (mostly because of the separate ruleset and how they weirdly stack all over the place). I'd go into it more, but I don't feel like ranting pointlessly. As for retrofitting existing material, I haven't really attempted to put rules of this around that and don't have an answer there. --Ganteka Future (talk) 23:33, 28 April 2015 (UTC)
So just make rules that all natural weapons under this variant rule are considered light or one-handed weapons, and that you are unable to use a combination of more than two weapons, regardless of whether they are manufactured or natural, in a single round. On top of that, give people using exclusively natural weapons TWF feat. I think that would be a decent start. --Ghostwheel (talk) 06:25, 29 April 2015 (UTC)