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<blockquote data-quote="seankreynolds" data-source="post: 1806055" data-attributes="member: 3029"><p>Thanks, August Moderator. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Yes.</p></blockquote><p>And finally, what quarter can we expect the first product, and does it have a name and theme yet? (Past New Argonauts, that is?)[/QUOTE]</p><p></p><p><em>The New Argonauts</em> is due Oct 31, and addresses issues relevant to a low-magic game. <em>Blood and Moon</em> (and FYI I'll probably end up changing that title just so it doesn't confuse people re: RPGobjects products) is due Feb 2005 and addresses issues relevant to templates on PCs.</p><p></p><p></p><p></p><p>Actually, this kind of questions is part of what I want to address with my books.</p><p></p><p></p><p></p><p>As Frostmarrow pointed out, the every-four-levels ability score increase means that odd stats are significant; if feats had even-stat prereqs, there is NO incentive for characters to apply ability score bonuses to even stats because doing so (1) doesn't change your ability score modifier and (2) doesn't prevent you from taking certain feats. It's one of the things that Jonathan pointed out when I was writing our "how to design a feat" article for Dragon right after 3E was published. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> So yes, there is a good reason why you shouldn't have odd-stat-bonus items (though the inherent bonuses from tomes and manuals is a weird exception, probably because they work more like the level-based bonuses).</p><p></p><p></p><p></p><p>Then why not just remove the stat prereq altogether? From the "How to Design a Feat" article: <em><strong>Prerequisites:</strong> The fewer prerequisites, the better, because a feat is more fun if more people are playing with it. Similarly, it is better to have a trait be a valuable addition to a feat than required to use a feat. A feat with a Strength 15+ requirement is less fun that one without a Strength requirement, even though someone with a higher Strength might benefit more. It’s fun to have a Dex 8 character able to select Lightning Reflexes and justify the saving throw bonus as being so clumsy that the character often falls out of harm’s way (sometimes called the “Jar-Jar effect”). Note that if you have an ability score as a prerequisite, it should always be an odd number to encourage characters to develop their scores beyond the even-numbered “break points” where the modifier changes.</em></p><p>[/QUOTE]</p>
[QUOTE="seankreynolds, post: 1806055, member: 3029"] Thanks, August Moderator. :) Yes. [/QUOTE]And finally, what quarter can we expect the first product, and does it have a name and theme yet? (Past New Argonauts, that is?)[/QUOTE] [i]The New Argonauts[/i] is due Oct 31, and addresses issues relevant to a low-magic game. [i]Blood and Moon[/i] (and FYI I'll probably end up changing that title just so it doesn't confuse people re: RPGobjects products) is due Feb 2005 and addresses issues relevant to templates on PCs. Actually, this kind of questions is part of what I want to address with my books. As Frostmarrow pointed out, the every-four-levels ability score increase means that odd stats are significant; if feats had even-stat prereqs, there is NO incentive for characters to apply ability score bonuses to even stats because doing so (1) doesn't change your ability score modifier and (2) doesn't prevent you from taking certain feats. It's one of the things that Jonathan pointed out when I was writing our "how to design a feat" article for Dragon right after 3E was published. :) So yes, there is a good reason why you shouldn't have odd-stat-bonus items (though the inherent bonuses from tomes and manuals is a weird exception, probably because they work more like the level-based bonuses). Then why not just remove the stat prereq altogether? From the "How to Design a Feat" article: [i][b]Prerequisites:[/b] The fewer prerequisites, the better, because a feat is more fun if more people are playing with it. Similarly, it is better to have a trait be a valuable addition to a feat than required to use a feat. A feat with a Strength 15+ requirement is less fun that one without a Strength requirement, even though someone with a higher Strength might benefit more. It’s fun to have a Dex 8 character able to select Lightning Reflexes and justify the saving throw bonus as being so clumsy that the character often falls out of harm’s way (sometimes called the “Jar-Jar effect”). Note that if you have an ability score as a prerequisite, it should always be an odd number to encourage characters to develop their scores beyond the even-numbered “break points” where the modifier changes.[/i] [/QUOTE]
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