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Design and Development: Feats
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<blockquote data-quote="I'm A Banana" data-source="post: 4634660" data-attributes="member: 2067"><p>I do think that they're right to be cautious about changing what things mean, in general. I mean, check out the amount of "WTF" directed at them for changing what "Archon" meant. </p><p></p><p>I think that in this case, I would have preferred "feats" to "exploits," but it's not a big enough deal that I really care. There are far worse offenders for horrible power source power names ("invocations," I'm looking at you!), and it's not like it is referenced a whole lot in other areas.</p><p></p><p>It'd be a minor change that didn't accomplish much, so it's meh.</p><p></p><p>As for the basic idea of 4e feats...I'm pretty okay with it. I like feats as modifications on characters or as gateways to new character definition -- basically what FFZ has as "support abilities." Must-have feats are probably better off as powers, and that's fine. That's not a problem with the powers system.</p><p></p><p>I kind of wish for a revisitation of tactical feats, however, with the payoff to reward tracking what happens in a round. Maybe these kinds of feats build on themselves, so the first "tactical" feat is really just kind of situational (if you don't shift in a round, gain X bonus), but the next one sort of adds to it (if you also don't move in a round, gain Y bonus) -- sort of a reward for following a particular pattern of attack that scales with how well you adhere to that pattern. Scaling complexity you can opt into is pretty OK in my book.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4634660, member: 2067"] I do think that they're right to be cautious about changing what things mean, in general. I mean, check out the amount of "WTF" directed at them for changing what "Archon" meant. I think that in this case, I would have preferred "feats" to "exploits," but it's not a big enough deal that I really care. There are far worse offenders for horrible power source power names ("invocations," I'm looking at you!), and it's not like it is referenced a whole lot in other areas. It'd be a minor change that didn't accomplish much, so it's meh. As for the basic idea of 4e feats...I'm pretty okay with it. I like feats as modifications on characters or as gateways to new character definition -- basically what FFZ has as "support abilities." Must-have feats are probably better off as powers, and that's fine. That's not a problem with the powers system. I kind of wish for a revisitation of tactical feats, however, with the payoff to reward tracking what happens in a round. Maybe these kinds of feats build on themselves, so the first "tactical" feat is really just kind of situational (if you don't shift in a round, gain X bonus), but the next one sort of adds to it (if you also don't move in a round, gain Y bonus) -- sort of a reward for following a particular pattern of attack that scales with how well you adhere to that pattern. Scaling complexity you can opt into is pretty OK in my book. [/QUOTE]
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