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Rogue Genius Games

The Genius Guide to More Horrifically Overpowered Feats

The Genius Guide to More Horrifically Overpowered Feats

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The Genius Guide to More Horrifically Overpowered Feats is the second volume of deliberately excessive feat options. These feats are not balanced for a typical game: each represents a larger increase in power than a normal feat, and combinations with class features, spells, tactics and other feats can push that power further.

High-power options with a clear warning

Some feats bend the logic of the core rules, allowing warriors to cast spells and spellcasters to become weaponmasters. Well-designed characters can become much more effective than characters that have not been optimized. Each feat supplies the rules needed to use it in a campaign and aims to be consistent within the framework of being Horrifically Overpowered.

The first volume began as an April Fool’s Day release, but players asked for more. Their uses ranged from giving the feats only to monsters to helping three-person adventuring parties survive encounters designed for four heroes. Other applications included temporary divine blessings and artifact powers.

These are deliberate campaign adjustments, not ordinary feats to add without thought. Such feats can badly unbalance a game, and shouldn’t be used without a really good reason. GMs who understand their campaign’s needs can decide whether those unusual uses belong at their table.

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Specifications

  • Format: PDF
  • Series: Horrifically Overpowered Feats, second volume
  • Content: intentionally unbalanced feat options
  • Campaign uses discussed: monsters, smaller adventuring parties, temporary divine blessings and artifact powers
  • Use requires deliberate GM consideration of game balance
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