Yes, they were. They were in 3.XE. The fact that many people continue to be obstinately wrong does not, suddenly, make them right.
You said explicitly. Go ahead and show me.
Which, in my mind, should be the same as PC rules. There should just be shortcuts for a DM to use to get close approximations on the fly, when he doesn't have much prep time, etc.
And, presumably, you base your RP of that character on the way in which the player has been playing them? So, if John has been playing Eralth the Wise as a combat-incapable or combat-avoiding character, you don't suddenly have them charge headfirst into conflicts?
I base the personality on the way the player has been playing them. I use their mechanical abilities to map to their capabilities within the fiction. That is, if that PC is attacked, I'll use his mechanical defenses. "Ignoring it" might work for John (even if it's breaking the rules, which is also undesirable, since that means my style is not supported and that's a failing of the system), but it doesn't work for me when I take over, since I don't have John's sheet memorized, and will be using the stats off of it.
Then might I suggest that 5E, which aims to be inclusive of D&D, not anything and everything, will likely continue to be a problem for you?
I'd say that this doesn't fit with the "three pillars" thing they keep going on about. Calling for more mechanical support in two of the three pillars seems reasonable. Asking for an optional trade-off is also reasonable when they want to be inclusive of play styles.
They've already added mechanics not seen in D&D so far. I'm asking for them to flesh out something that people already use (even if it's optional), and allow me to customize the game to my table (which they've stated they'd like to do). I don't think what I'm asking for is unreasonable. Again, though, I can agree to disagree.
I think, as stated above, that those two pillars absolutely need more support. And, IMO, the best way to support them is through siloed character abilities, such that you cannot, to any great degree, trade off combat effectiveness for social effectiveness - or vice versa.
That way, all players will be able to meaningfully participate in all of the pillars, and social interaction encounters do not become a 1-on-1 conversation between the DM and the party "face."
This is a play style thing. You'd just be able to go along with the "default" method. My group, however, could tweak our game to make characters who are more interested in one field or another. How is this not win-win? Your way is the baseline assumption, and mine is not baseline. It's purely optional. But, the option lets both of us have our own styles.
Set up siloing as default, sure. That's fine. I like that. Just give me the option to opt out of it. My players are okay letting the "face" talk, and only chipping in. It works for them at the table as players (they don't get bored). You don't like that; fine, don't play with the optional rules I'm asking for. Wouldn't that be easy? As always, play what you like
That's kindof what I'm saying. I've never felt that feats, as they've been presented in the past, did a really good job of providing non-combat options. By separating feats and talents, you can let each work differently, provide them at different rates, etc. It puts them into different conceptual zones. A feat might not equal a talent in the same way that an apple doesn't equal a hand grenade. But, as long as you know the implications, there's no reason not to allow players to choose one in the place of another.
I'm kind of on board with this, but not completely. If "talents" are just "feats" by another name, though they deal with non-combat, that's fine. Just as long as the same design philosophy that goes into feats is carried over into talents (except the combat part, obviously).
Essentially, I want them to have the same impact, within the fiction, that feats do. I want them to be prepackaged, but also able to be taken individually. I want them taken at the same rate over all of your levels. Etc. If that's the case, and you present an optional rule for trading your specialty for a talent package (or a feat for a talent), then you've got me on board. It's basically exactly what I'm asking for.
This is, in my mind, essentially not making all feats combat-only. To others, it is. And that's cool; it works for both of us. And that's what I'm asking for. As always, play what you like
For a base system, balance is a welcome feature, and "siloing" things out makes this easier to implement.
I agree. That's why I said the baseline should be balanced (3/3/3 for combat / exploration / interaction).
So it sounds like for your group, leaving out specialties and keeping backgrounds might be a valid option.
No, it's not. I'll repeat why I think that, too: I'm asking to be better at non-combat roles by losing my combat stuff. Just like, theoretically, somebody could be better at combat by losing their social / exploration stuff. You're saying (as far as I can tell, and correct me if I'm wrong because I'm certainly not trying to misrepresent you) "you can still do non-combat stuff without feats."
That's true. I want a trade-off, though. I want my focused Sage to be better at sagery (that's right, sagery) than your Sage-Knight. Again, it doesn't need to be baseline. And, again, the tradeoff doesn't need to be 1-for-1 (my 3/3/3 becoming 5/1/1 or 1/4/3 or 2/2/4). But, I don't want my focused Sage to be just as good as sagery as your Sage-Knight. I want him to be better.
Like I've said before, the "feats" you want interact wildly differently with rules than the way combat-based feats do, so why not call them something different?
As I said, I'm okay with them being
called something different. I just want them to essentially be the same resource, or optionally able to be swapped with feats, etc.
Those with a wildly different playstyle than the majority of D&D players should still be able houserule more complicated combinations of feats, talents, etc to play how they want to.
I'm looking for support, not for house rules. I already have the RPG I made; I don't have any strong desire to "fix" 5e. I'll advocate for the support I want, so that if my brother runs a game with it or something, I'll have that support. But, saying "you can ignore the rules" or "you can house rule" just doesn't appeal to me in 5e. As always, play what you like
