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<blockquote data-quote="Crazy Jerome" data-source="post: 5777038" data-attributes="member: 54877"><p>Feats or Prestige classes or Paragon Paths as "ways to shoehorn a bunch of mechanics exceptions into something that we can call all the same thing, even though a lot of them aren't".</p><p> </p><p>I've got no beef with more limited use of any of them. For example, if they want to make feats, "things that a character can either have or not have, and most characters don't," and then use it for that, great! (Or some other consistent variation.) But then if developement has a few things left over that don't quite fit that model, don't cram them into feats because that's the easiest choice. At least not without going back and refining the definition of "feat" to fit those in, and then checking the ripples through the system of that redefinition. </p><p> </p><p>No multiple attacks as anything other than flavor. No encouragement to go dual scimitar. No 3E iterated attacks. No extra strikes against low hit die goblins. No 4E twin strike. Just say no. If they want to give weapon users some "area effect" options, flavor some attacks accordingly. They have a hard enough time coming up with good flavor for such as it is. Why cut out the most obvious and flavorful possibilties while at the same time introducing an element that never fails to complicate play and introduce unintended side effects?</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5777038, member: 54877"] Feats or Prestige classes or Paragon Paths as "ways to shoehorn a bunch of mechanics exceptions into something that we can call all the same thing, even though a lot of them aren't". I've got no beef with more limited use of any of them. For example, if they want to make feats, "things that a character can either have or not have, and most characters don't," and then use it for that, great! (Or some other consistent variation.) But then if developement has a few things left over that don't quite fit that model, don't cram them into feats because that's the easiest choice. At least not without going back and refining the definition of "feat" to fit those in, and then checking the ripples through the system of that redefinition. No multiple attacks as anything other than flavor. No encouragement to go dual scimitar. No 3E iterated attacks. No extra strikes against low hit die goblins. No 4E twin strike. Just say no. If they want to give weapon users some "area effect" options, flavor some attacks accordingly. They have a hard enough time coming up with good flavor for such as it is. Why cut out the most obvious and flavorful possibilties while at the same time introducing an element that never fails to complicate play and introduce unintended side effects? [/QUOTE]
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