JamesonCourage
Adventurer
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.Thing is, I don't know that they should be on the same schedule, if by schedule you mean you get to choose one trait, and one feat at the same time. To get two choices to add at the same time creates bloat on the character sheet and perhaps too many choices at once. Perhaps you could get them at the same rate, but not on precisely the same schedule.
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.Personally I'm not even sure if getting them at the same rate is a necessity, but I'm open to exploring the idea.
Here's why:
Since they do interact with the rules in different manners, I'm not sure it makes sense to say 1 talent or trait is equal to one feat. You can still get the option to take a one of those in exception to a feat, but I'm not sure it would create an awful disastrous scenario for most people (as it foreseeably might for JamesonCourage's group) if they were on different schedules and at different rates. After all, if you're choosing 1 trait instead of a feat, and if you get traits at a slower rate than a feat, then that extra trait you're choosing is even more valuable.
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...I'm nearly positive I'll be met with disagreement on this point though. I'm open to the idea of receiving traits at the same rate as feats, but I'd want to see how it affects complexity and ease of entry to the game.
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.Also, to try and get this thread back on track. What would good design guidelines be for a non-combat feat?
I think it's been touched on that just a skill bonus is a little weak-sauce.
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
