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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="Manbearcat" data-source="post: 6023797" data-attributes="member: 6696971"><p>I think its quite apparent at this point that some folks want something of a break-out of Combat Feats (as "Weapon Proficienceies" in 2e or classic Combat Feats in 3e and 4e) to supplement/diversify/focus PC's combat capabilities and Career Feats (as "Non-Weapon Proficienceies" in 2e or classic Non-Combat Feats in 3e and 4e) that serve as an extension of Background that round out exploration or social play.</p><p> </p><p>I'm not certain that it would be terribly difficult for the designers to build "Career-Extension Feats" based off each of the Backgrounds. These could be flavor abilities (such as the various lodging abilities or rep abilities or having a lab, shop, kit, etc) as the ones built into the Backgrounds or different uses for the Background Skills (and possible moderate gains - maybe Advantage in certain scenarios...careful here though as + 1 inflation on skills will quickly perturb the bounded system's success vs DC expectations). This would allow folks to augment their Background/Career in the stead of their combat potency. I don't think it would cause too much of an issue. 4e (which is the poster child for balance adherence) had plenty of non-combat feats in the system and non-combat skill powers you could purchase. I had a character who went heavy on Skill Powers and therefore didn't optimize 100 % for combat and we were able to manage just fine (in a party of 3 played through Epic tier no less). However, if the expectations of the Encounter Balance paradigm in 5e is such that an expectation of combat feats is embedded in the system, then a clear "BUYER BEWARE" should be tagged on this mode of operation with DM advice on how to handle the disparity of combat potency (the aggregate potency of an n-party group of which said character would be a member) as it will have implications on combat encounter balance. However, somehow I doubt 5es encounter balance formula will be as tight as 4e (unfortunately) given that balance in the overarching "Adventure" is the paradigm they are building around.</p><p> </p><p>@<a href="http://www.enworld.org/forum/members/zombieroboninja.html" target="_blank"><span style="color: yellow">ZombieRoboNinja</span></a> Unrelated, I have contrived several feat trees (specialties) for various fighting styles. Unsurprisingly, Duelist/Swashbuckler was the first one that I worked on. Your feat in the lead post is to the letter the same as one of mine. I suppose that is good news for 5e designers that their system is, at least, moderately intuitive.</p><p> </p><p>Very good lead post by the way (in format and content). You do good work.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6023797, member: 6696971"] I think its quite apparent at this point that some folks want something of a break-out of Combat Feats (as "Weapon Proficienceies" in 2e or classic Combat Feats in 3e and 4e) to supplement/diversify/focus PC's combat capabilities and Career Feats (as "Non-Weapon Proficienceies" in 2e or classic Non-Combat Feats in 3e and 4e) that serve as an extension of Background that round out exploration or social play. I'm not certain that it would be terribly difficult for the designers to build "Career-Extension Feats" based off each of the Backgrounds. These could be flavor abilities (such as the various lodging abilities or rep abilities or having a lab, shop, kit, etc) as the ones built into the Backgrounds or different uses for the Background Skills (and possible moderate gains - maybe Advantage in certain scenarios...careful here though as + 1 inflation on skills will quickly perturb the bounded system's success vs DC expectations). This would allow folks to augment their Background/Career in the stead of their combat potency. I don't think it would cause too much of an issue. 4e (which is the poster child for balance adherence) had plenty of non-combat feats in the system and non-combat skill powers you could purchase. I had a character who went heavy on Skill Powers and therefore didn't optimize 100 % for combat and we were able to manage just fine (in a party of 3 played through Epic tier no less). However, if the expectations of the Encounter Balance paradigm in 5e is such that an expectation of combat feats is embedded in the system, then a clear "BUYER BEWARE" should be tagged on this mode of operation with DM advice on how to handle the disparity of combat potency (the aggregate potency of an n-party group of which said character would be a member) as it will have implications on combat encounter balance. However, somehow I doubt 5es encounter balance formula will be as tight as 4e (unfortunately) given that balance in the overarching "Adventure" is the paradigm they are building around. @[URL="http://www.enworld.org/forum/members/zombieroboninja.html"][COLOR=yellow]ZombieRoboNinja[/COLOR][/URL] Unrelated, I have contrived several feat trees (specialties) for various fighting styles. Unsurprisingly, Duelist/Swashbuckler was the first one that I worked on. Your feat in the lead post is to the letter the same as one of mine. I suppose that is good news for 5e designers that their system is, at least, moderately intuitive. Very good lead post by the way (in format and content). You do good work. [/QUOTE]
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