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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="JamesonCourage" data-source="post: 6024074" data-attributes="member: 6668292"><p>That's basically what I meant when I said "if they're both every level, of both every other level, etc., I'd be okay with it." You get them at the same rate. Wording it more clear, thanks.</p><p></p><p>Yeah, it does in a sense, but by being acquired at the same rate, switching out one for the other would make them easy to do. You could do whole background / specialties or feats / "talents" with ease. It's intuitive. It still achieves the baseline siloing that people want. It just seems like the best option, so far. Though I'm open to change that opinion if I see a good argument for different rates.</p><p></p><p>Sorry for disagreeing (kind of)! How it affects complexity and ease of entry to the game are both things that should be kept in mind while designing feats / specialties / backgrounds / "talents", of course. But, as I said, keeping feats / "talents" on the same rate with the ability to easily swap them is intuitive. If it presents a design problem, then yeah, maybe it shouldn't be used. What could cause a problem? Let's look at your next post...</p><p></p><p>There are a variety of ways to handle this, of course. And maybe they should all be touched on or used. My main preference here is to use skills. That means a skill bonus is nice, but not necessarily sufficient. I'd like a lot of skills, personally, each with multiple uses fleshed out.</p><p></p><p>For example, in my RPG, I have the Leadership skill. There are rules for the following uses: Command Army, Gather Information, Grant Bonus in Combat, Inspire Troops, Rally Followers, Social Tact, Spread Rumors, and Win Over Crowd. Each of these uses are mechanically presented, and you can use these uses of the skill to achieve certain ends (or fail trying). (You can, of course, use the skill in ways not presented.)</p><p></p><p>With this approach, you can give a lot of different things with skills. Maybe the rumors you start last a lot longer, or maybe you're better at winning over a crowd. And so on. You can do the same for a host of skills, and really start differentiating the Negotiators from characters with the Negotiation skill. and that's not touching on giving advantage, always able to take a 10 (my players love this one), etc.</p><p></p><p>If you're looking for something more story-driven, you can obviously give various other rewards. You can take a Fantasy Craft approach and look at their Renown system (favors, holdings, contacts, etc.). You can increase social status, add reputations that can be improved, look at the 3.5 Leadership feat, allow special contraptions to be made, etc. Nothing wrong with those kind of mechanics if you're into them.</p><p></p><p>I don't know. It seems like there's a lot of room to move around in the non-combat area. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6024074, member: 6668292"] That's basically what I meant when I said "if they're both every level, of both every other level, etc., I'd be okay with it." You get them at the same rate. Wording it more clear, thanks. Yeah, it does in a sense, but by being acquired at the same rate, switching out one for the other would make them easy to do. You could do whole background / specialties or feats / "talents" with ease. It's intuitive. It still achieves the baseline siloing that people want. It just seems like the best option, so far. Though I'm open to change that opinion if I see a good argument for different rates. Sorry for disagreeing (kind of)! How it affects complexity and ease of entry to the game are both things that should be kept in mind while designing feats / specialties / backgrounds / "talents", of course. But, as I said, keeping feats / "talents" on the same rate with the ability to easily swap them is intuitive. If it presents a design problem, then yeah, maybe it shouldn't be used. What could cause a problem? Let's look at your next post... There are a variety of ways to handle this, of course. And maybe they should all be touched on or used. My main preference here is to use skills. That means a skill bonus is nice, but not necessarily sufficient. I'd like a lot of skills, personally, each with multiple uses fleshed out. For example, in my RPG, I have the Leadership skill. There are rules for the following uses: Command Army, Gather Information, Grant Bonus in Combat, Inspire Troops, Rally Followers, Social Tact, Spread Rumors, and Win Over Crowd. Each of these uses are mechanically presented, and you can use these uses of the skill to achieve certain ends (or fail trying). (You can, of course, use the skill in ways not presented.) With this approach, you can give a lot of different things with skills. Maybe the rumors you start last a lot longer, or maybe you're better at winning over a crowd. And so on. You can do the same for a host of skills, and really start differentiating the Negotiators from characters with the Negotiation skill. and that's not touching on giving advantage, always able to take a 10 (my players love this one), etc. If you're looking for something more story-driven, you can obviously give various other rewards. You can take a Fantasy Craft approach and look at their Renown system (favors, holdings, contacts, etc.). You can increase social status, add reputations that can be improved, look at the 3.5 Leadership feat, allow special contraptions to be made, etc. Nothing wrong with those kind of mechanics if you're into them. I don't know. It seems like there's a lot of room to move around in the non-combat area. As always, play what you like :) [/QUOTE]
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