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New playtest and feats...did I miss something?

BobTheNob

First Post
Ok, the new playtest. We now have "specialisation" (replaces traits). Fine. You get to pick a specialisation when you create your character. Good.

Specialisations look like feat packages in that they are offering level 1 and 3 feats (and no more since playtest only goes to 5th). Understood.

But here is the thing that confuses me. It keeps saying you can PICK the feat. I dont understand how you can not pick the feat. This whole thing struck me as a way of simplfying leveling in that feats just comes with the specialisation, but the keep saying you can select it. Is there a list of feats outside of specs that are an alternative?

Also, feats have pre-requisits. So what happens if you take a spec, but dont meet one of the pre-reqs for a feat?

Very confused, is there something I didnt read right?
 

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Traken

First Post
Specialties are optional. If you don't pick a specialty, you just pick feats. If you don't meet the prerequisites when using a specialty, you picked the wrong specialty or suck at making characters.
 


BobTheNob

First Post
Ah good. Saw the paragraph in character creation. So specialities are "suggested" feat paths.

You may or may not have them in your campaign, and you may or may not allow players to pick their own feats (kinda like a player unique bespoke speciality)

Thats good. Like that. Players that dont want to micro-manage feats (my group puts their hands up) can just pick a package and the characters capability will match the intention. Good enuf.

Edit : though I might add, it might be a good idea that if you just take a specialty, drop the pre-requisites (kinda like ranger did for his dual-weilding feats in 3e).
 
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PinkRose

Explorer
Dropping the pre-req doesn't work (at this time, without rejiggering, without house rules) because then you have a fighter that can be a necromancer.
(YMMV, you could House rule or change it so anyone can use it, but that's not the case, nor does it make sense to me)
 

nogray

Adventurer
Prerequisites

None of the prerequisites seemed arduous enough to warrant changing, to me. The ones that have them are mostly an 11 in some relevant attribute. The only two hold-outs are the Guardian and the Necromancer. The Guardian gives "shield tricks" as its schtick, so the prerequisite of needing proficiency with a shield makes perfect sense, as you couldn't use the trick without a shield, anyway. The necromancer, likewise, has as its first-level benefit a spellcasting effect, so that prerequisite is a virtual non-issue.

The other two themes with third-level feats that have a spellcasting prerequisite (Acolyte and Magic User) give you spells as their first level feat benefit. At least, I think those minor spells count; they certainly should, in my opinion, as they are off the appropriate spell lists. In fact, one of those two feats (Initiate of the Faith or Arcane Dabbler) could qualify you for the Necromancer first or third level feats, if you are inclined to mix-and-match.

(All based on my --admittedly tired-- brief reading of the packet, so I apologize if I am mistaken.)
 


1of3

Explorer
Wishing the Necromancer was another class, but that's probably just me. I mean isn't it iconic enough?

It is. It isn't restricted to classes though. Before both Clerics and Wizard could do the necromancing. Same with archery. Surely, an archer is a classic archetype, but Fighters, Rogues and Rangers can all grab a bow.
 

BobTheNob

First Post
Dropping the pre-req doesn't work (at this time, without rejiggering, without house rules) because then you have a fighter that can be a necromancer.
(YMMV, you could House rule or change it so anyone can use it, but that's not the case, nor does it make sense to me)

Why not? Sounds cool! Here is hoping for a fighter necromancer!
 

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