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D&D Next Q&A 9 August
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<blockquote data-quote="Crazy Jerome" data-source="post: 5989943" data-attributes="member: 54877"><p>CS might very well have this problem, but I think it is a more stable structure from which to avoid it than feats. That is, the challenge for CS is to make it so that several of the specializations at the top are fairly close to the same power, and then not stack them with other specializations. Whereas with feats, they almost had to stack. So the more feats you have, the harder it gets to manage them.</p><p> </p><p>When a player chooses fighter, they choose also combat superiority. This means that they necessarily (at least as discussed thus far) become <strong>somewhat</strong> better at hitting, defense, and whatever other special options exist. Whereas with feats, the fighter can go full bore on something like trip specialization and make it too good to not use all the time.</p><p> </p><p>Of course, I realize that in 3E it was more than just feats. The various weapon properties, magic items, etc. also adds to the puzzle. CS does nothing to solve that part. And presumably, the inevitable bloat of CS specialties will eventually break it, too. However, one would hope that any CS picks that stack will be put off until a much higher level, vastly expanding the range at which the basic structure will perform well.</p><p> </p><p>Edit: You could presumably get something roughly equivalent to CS in 3E by house ruling certain feats to have more power and/or utility, but then putting them in packages so that no character could readily stack the problem ones. Or you could redo the feat trees so that every feat gave minor bonuses to a wider range of things. Instead of "Improved Trip" being super, and same with a bunch of other feats, you might have a "Tier 1 Weapon Tricks" feat that gave a modest bonus to tripping, bull rush, disarm, etc. It's another way of forcing several things to improve gradually together.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5989943, member: 54877"] CS might very well have this problem, but I think it is a more stable structure from which to avoid it than feats. That is, the challenge for CS is to make it so that several of the specializations at the top are fairly close to the same power, and then not stack them with other specializations. Whereas with feats, they almost had to stack. So the more feats you have, the harder it gets to manage them. When a player chooses fighter, they choose also combat superiority. This means that they necessarily (at least as discussed thus far) become [B]somewhat[/B] better at hitting, defense, and whatever other special options exist. Whereas with feats, the fighter can go full bore on something like trip specialization and make it too good to not use all the time. Of course, I realize that in 3E it was more than just feats. The various weapon properties, magic items, etc. also adds to the puzzle. CS does nothing to solve that part. And presumably, the inevitable bloat of CS specialties will eventually break it, too. However, one would hope that any CS picks that stack will be put off until a much higher level, vastly expanding the range at which the basic structure will perform well. Edit: You could presumably get something roughly equivalent to CS in 3E by house ruling certain feats to have more power and/or utility, but then putting them in packages so that no character could readily stack the problem ones. Or you could redo the feat trees so that every feat gave minor bonuses to a wider range of things. Instead of "Improved Trip" being super, and same with a bunch of other feats, you might have a "Tier 1 Weapon Tricks" feat that gave a modest bonus to tripping, bull rush, disarm, etc. It's another way of forcing several things to improve gradually together. [/QUOTE]
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