[RPG] Is a feat that allows one more swift/immediate action per round balanced

combatdnd-3.5eepic-tierfeatshomebrew

The epic SRD has this feat:

Multispell [Epic]

Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.

Benefit: You may cast one additional quickened spell in a round.

Special: You can gain this feat multiple times. Its effects stack.

Now, the combat guys are complaining they want a similar feat for extra swift/immmediate actions in a round.

So I am thinking of homebrewing this:

Multiswift [Epic, fighter]

Prerequisites: BAB 18, Combat Reflexes

Benefit: You can perform one extra swift or immediate action in a round. You cannot cast quickened spells in the round you take this extra action.

Special: You can gain this feat multiple times. Its effects stack.

I've tried to leave the BAB requirement not 20 to allow some Gish multiclass character to take them.

Are the prerequisites OK? Is it balanced? Is there any potential obvious exploit for this that I've not seen?

Best Answer

So, you're using the epic rules. At those levels, nothing will balance non-spellcasters with spellcasters, and trying to do this is an exercise in futility. That said, the creation of a parallel feat makes some sense and should be doable given our example feat, provided we make the assumption 'one extra quickened spell per round' is balanced and that 'one extra swift-action-y nonspellcaster thing' is of equal value.

When we do so, we see some discrepancies between the Multispell feat and your own.

Prerequisites:

Multispell requires Quicken Spell, which is necessary for its use and furthermore necessary for high-level D&D play between getting 9th level spells and getting Epic Spellcasting. It also requires 9th level spellcasting in a single class, which the game generally treats as equivalent to 'level 17'.

Your feat requires Combat Reflexes, which I happen to like as a feat, but isn't actually central to what your feat does, nor necessarily present in your melee's builds. There's no way for them to definitely be meaningfully contributing at these levels, so we have no idea what feats they've taken. Even if the only classes are melee characters, there's a bunch of different builds that rely on charge+pounce or Tome of Battle classes or whatever, and so don't need Combat Reflexes and are probably too feat-starved to take it.

There are feats that all mundane characters generally have, but the thing is no one takes them willingly cause they are awful and you get them for free. I'm talking about Martial Weapon Proficiency and Simple Weapon Proficiency. Obviously, neither of these is a particularly good feat as a gate against spellcasters that doesn't impact martials, but requiring proficiency in all martial weapons at least stops most full casters and allows most martial classes. Proficiency with all simple weapons lets in the rogue and expert at the cost of also letting in the Cleric (although they could already get in without too much effort if they felt like it) and Adept. There's no way for proficiencies to let in commoners without them spending resources on it or Wizards, Druids, and Sorcerers also being allowed.

@HeyICanChan has provided a pretty elegant solution in requiring two non-simple weapon proficiencies, which blocks all the mentioned full casters barring extra proficiencies from race while letting in both the monk and the rogue. That's probably your best option for a simpleish yet moderately effective anti-caster prerequisite.

Rather than requiring a feat and dealing with the lack of equivalencies detailed above, you might want to just require 'ability usable as a swift action', mimicking only the need for Quicken Spell to use Multispell rather than its status as a feat.

Your feat requires BAB +18. That should really be BAB+17, since it's paralleling 9th level casting. If you want it to be accessible to partial advancement classes like the rogue, bard, and monk or what have you, it should be BAB+12. Note that clerics and druids also get the +12 at 17th level advancement.

Benefit

Blocking just Quicken Spells and for the whole round is kinda weird. Consider instead just banning all spellcasting and spell-like abilities with the extra action it grants. That'd be simpler, and not really any more broken, since we're already in Epic play. The biggest problem I have with your version there is that blanket banning something for the round and involving immediate actions makes it matter what actual initiative count we're on, rather than just order: if I cast a quickened spell on my turn on count 7, I can't take an extra immediate action on count 22 (since that's the same round), but I can on count 3 of the next round (since that's a different round) even though it's still before my next turn, and doing so bans quickened actions in my next turn rather than this one (except then the language is weird).

Another problem with the current wording is that it either allows players to use magic items mimicking quickened spells (which probably isn't what you want) or allows players to use scrolls to enter some prestige classes early, bypassing 'ability to cast X level spells' prerequisites. The latter isn't really a huge problem (I play that way normally), but it might be an issue for you if you aren't used to it.

Special

Yeah, that's the same. It's fine.

In Conclusion

The feat is roughly similar, but could use a little polishing on the prerequisites and the restriction mechanism in the benefit could be reworked for ease of play. It can't ever be actually balanced in the larger sense of the game, but it can be made to thematically and mechanically mirror the multispell feat, but for abilities that aren't spells (and spells with native casting times of 1 swift or immediate action).

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