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<blockquote data-quote="gizmo33" data-source="post: 3195945" data-attributes="member: 30001"><p>The Dungeoncraft article uses a "fighter attack bonus is function of level" trick IIRC. Hmmm...where have I seen that before. Oh yea! Character classes! Seriously though, feats have really taken away alot of the advantage of character classes in the design. I always thought that the whole point of having a character class what that it represented an optimal build for that archetype. It would be fine if feats just provided enhanced flexibility, but many of them just pile on bonuses as well.</p><p></p><p>A good character class system would accomplish what the Dungeoncraft article was trying to.</p><p></p><p>Seems to me to that IRL fighters never really "choose their feats" anyway. Weapons and styles are dictated by what their culture and trainers tell them is an "optimal build". This whole idea that a player just wades around in some stack of rule books and gets to pick what their character does seems to suggest that no one ever is trained or given advice on anything. </p><p></p><p>Also, I vote to get rid of int bonuses to skill points by level. That makes it harder to adjust the intelligence score of a 19th level NPC without it having a huge effect on skills, which is very time consuming. And considering the number of skills that aren't really intelligence based, it doesn't really make a lot of sense.</p><p></p><p>And while I'm at it, tone down the magic items. They're mostly just gratuitous bonuses. And also...</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3195945, member: 30001"] The Dungeoncraft article uses a "fighter attack bonus is function of level" trick IIRC. Hmmm...where have I seen that before. Oh yea! Character classes! Seriously though, feats have really taken away alot of the advantage of character classes in the design. I always thought that the whole point of having a character class what that it represented an optimal build for that archetype. It would be fine if feats just provided enhanced flexibility, but many of them just pile on bonuses as well. A good character class system would accomplish what the Dungeoncraft article was trying to. Seems to me to that IRL fighters never really "choose their feats" anyway. Weapons and styles are dictated by what their culture and trainers tell them is an "optimal build". This whole idea that a player just wades around in some stack of rule books and gets to pick what their character does seems to suggest that no one ever is trained or given advice on anything. Also, I vote to get rid of int bonuses to skill points by level. That makes it harder to adjust the intelligence score of a 19th level NPC without it having a huge effect on skills, which is very time consuming. And considering the number of skills that aren't really intelligence based, it doesn't really make a lot of sense. And while I'm at it, tone down the magic items. They're mostly just gratuitous bonuses. And also... [/QUOTE]
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