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D&D 5E Removing feats as a universal class mechanic

I'm not a big fan of feats as implemented in 3E. I see a useful role for them, to define a binary ability to do something: either you can do it or you can't. They also work for an ability where success depends on another ability, e.g. a trip maneuver that is resolved through an attack roll. But this isn't what was implemented.

I'd like to see more things implemented as skills, e.g. for each point in the trip skill, you get +1 on you attack roll to trip, e.g. two-handed skill, for each point in the skill you get +1 to your offhand attack (on top of the normal penalty)

Overall, I'd prefer a system with just traits (as described by DEFCON1) and skills, and leave feats out of it entirely.
 
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Originally Posted by DEFCON-1
So if we want a way to Turn Undead... then yes, we HAVE to have a Cleric. If we want to be able to Stop Time... then yes, we HAVE to have a Wizard.


I see that as potentially problematic, though. "Okay, the main antagonists in this adventure are undead, someone's going to HAVE to play the cleric!"

I think there's probably a continuum, but I really don't ever want any player at my table to feel like they're required to take Class X just because the game is like Y. Kinda lame, IMO. ...
And the solution?
"Okay, the main antagonists in this adventure are undead, someone's going to HAVE to play the cleric or take the Turn Undead feat!" ???
 

And the solution?
"Okay, the main antagonists in this adventure are undead, someone's going to HAVE to play the cleric or take the Turn Undead feat!" ???

The solution for my money is already baked into the game-- you just beat the crap out of the undead the old fashioned way.

That's the thing... these abilities we're talking about aren't the ONLY solutions to a particular problem. They're just potentially the best solution if it happens to be available. So giving Turn Undead to just a Cleric does not mean a party is incapable of facing undead... it just means they have to find other ways-- less "I win!" ways-- to solve the problem. And I don't think having that exclusitivity is wrong or a bad thing.

And the same holds true for martial maneuvers.

A party of 2 Rogues and 2 war Clerics can get into a melee combat against a mass of kobolds. They can survive this fight, they probably can win this fight. It'll just take them X number of rounds to do it. But if we replace one of those Clerics with a Fighter who has Cleave (the only class who can GET Cleave)... the fight might now take 2 rounds less because the Fighter is able to kill more kobolds in a single round due to cleaving through them.

I don't see why that's a bad thing. The Fighter is meant to be a strong melee combatant, and he has a bennie that allows him to BE that strong melee combatant. What is truly to be gained by letting the Rogue and Cleric get that bennie too? What's wrong with winning the fight in X rounds, rather than X-2 rounds? The end result is exactly the same, and the Fighter gets to keep his unique bennie.

Basically, it's still the same old "why can't the Fighter have nice things?" argument. ;)
 


Thanks, that were the implied answers to my question.
I still don't see the need for class features to be available for other classes. For a D&D 3.x sample, not every wizard and cleric should be able to perfect his disarm and bullrush abilities in his spare time. Make what the non-spellcasters do more unique for them.
 

As long as there is a way to pick up additional skills and proficiencies without multiclassing in the rules, I would be delighted to see feats go away. Maybe they could put in an additional skill at level 2 and every four levels after. If you don't use it to pick up a new skill, you could gain "focus" or "supremacy" in existing skill instead or pick up an additional weapon/armor proficiency. Pretty much everything else in terms of feats could be included as class features, skills or dumped entirely.
 

As long as there is a way to pick up additional skills and proficiencies without multiclassing in the rules, I would be delighted to see feats go away. Maybe they could put in an additional skill at level 2 and every four levels after. If you don't use it to pick up a new skill, you could gain "focus" or "supremacy" in existing skill instead or pick up an additional weapon/armor proficiency. Pretty much everything else in terms of feats could be included as class features, skills or dumped entirely.

Agreed.

Other possibility that would alleviate the need for feats would be the return of trained only skills. Disable Device and Open Lock are attempting to do this, but making them feats feels wrong.

Also, the more similarity between skill training and weapon proficiency the better.
 

Hey, look at that! More powerful feats gained at higher levels, just like spells! Who would ever come up with such a crazy idea!

Truth be told... I'm not really sure how this new idea of theirs for feats is really going to work in practice. There are several issues at play:

1) Some players have such a visceral hatred to the word "feat" that even if you say to those players/DMs who don't want to use feats that instead they just give out +1 to an ability score... they're not going to see it that way. While the use of feats are still not mandatory in the game... because there will be points in the advancement chart that a feat could be taken (in place of the +1)... they're still going to consider it mandatory and thus rail about it. Since the advancement chart is mandatory, and those points on the chart are there... ipso facto feats are mandatory (even if none of the actual feats themselves are ever taken in the game). And no amount of explanation of why they are thinking that way is not technically correct is going to change their minds about it.

2) The desire to have "feats" in the game are ruining the split between maneuvers and tricks that fighters and rogue should have as part of their class features... and the cool, little abilities any class should have to give them flavor. This is what my entire thread has been railing against.

While I agree with what Mike says in that Fighters and Rogues should get more feats in order to give them extra spaces for the selection of "maneuvers" and "tricks" that actually flesh out their work as an effective class... keeping those abilities in the giant category of "feats" is a waste of time, and also more of a guarantee that many players won't ever see maneuvers and tricks as anything other than an abomination (when in fact, they should be seen exactly as Spells are.)

I am just at a loss to figure out why maneuvers and tricks need to be put into that kind of super-category? I presume it's because the thought is that if some players do not want to use feats at all... they also wouldn't want to use maneuvers and tricks to make Fighters and Rogues with the same sort of selection power the Cleric and Wizard does currently with Spells. Which, even after all this time, I still just can't understand. Is it merely just tradition that says it's completely fine for the Cleric and Wizard to be complex enough that they have to make a selection from a large list every couple of levels (to get spells) but the Fighter and the Rogue having the same thing is an anathema? Those two aren't allowed to be just as "complex" as the Cleric and Wizard?

Yes... that is the tradition of Dungeons & Dragons-- the two martial classes are the easysauce classes and the two spellcasting classes are the "hard" ones... but isn't it about time we lost THAT sacred cow? All it's doing is creating a pair of ghetto classes that the "poor, unwashed gamer masses" have to play because they're the easy ones, while the "more sophisticated" gamer can play the spellcaster because only they are capable of taking 2 godamned minutes to read a couple spells from a short list and then choosing one. Jeez, does that piss me off! The fact that we dumb down the development of the game because the Fighter and Rogue aren't allowed to make the same SINGLE select of a maneuver or a feat from a small list because that's just TOO HARD. Ugh!!!

And what's worse about this... is that we could easily STILL MAKE THE PROCESS SIMPLE by just having the Basic game Fighter and Rogue get ASSIGNED a specific maneuver or trick in those slots and consider them CLASS FEATURES. If they would just do this... we wouldn't have to go through the rigamarole of trying to balance the exchange of feats for +1s to ability scores (which is what I'm most skeptical of.) Because, look... they apparently learned early on in the development of the Expertise Dice that given the choice between using the dice to power a maneuver or using it for extra damage... extra damage won out almost all the time. The simple method was the most effective. So what do we think is going to happen with this "feats for +1s" exchange? I'm pretty sure it's going to be spending every feat slot to get your primary score to 20 as quickly as possible, THEN make the hard decision whether raising your secondary scores are still better than taking an ability. My guess is that we're going to be all martial characters upping their CON to 20 ASAP too.

I said it above in this thread, and I'll say it again... here is what I think each Core Four class should get as part of their basic foundation:

At certain levels, the Fighter gets a special combat Maneuver from a small list that allows him to do something cool in combat that other classes can't do. Whether that's Cleaving through multiple enemies, Precisely Shooting enemies at range and ignoring cover penalties, Parrying an attack against himself or an adjacent ally, or being Durable and rolling their hit die twice and taking the higher result. And for those DMs and games that think having a Fighter select a couple of these Maneuvers is too difficult to play... these Fighters instead get a specific class feature ability instead (which just coincidentally matches a selected maneuver in the game). So at 1st level, all Basic fighters as a class feature roll twice when rolling hit dice and take the higher result.

For Rogues... at certain levels they get to select a special expert Trick from a small list that allows him to do something cool out of combat that other classes can't do. Whether that's Hiding in Shadows and only needing Lightly Obscured or Dim Light areas instead of Heavily Obscured areas to hide, Climbing Shear Surfaces where you no longer only move at half-speed when climbing walls but instead can do so at full speed, or using your Superior Footwork to remain standing when you otherwise would fall prone. And for those DMs and games that think having a Rogue select a couple of these Tricks is too difficult to play... these Rogues instead get a specific class feature ability instead (which just coincidentally matches a selected trick in the game). So at 1st level, all Basic Rogues as a class feature can climb shear surfaces at their normal speed.

The Clerics and Wizards? They select their Spells from a small list the same as they ever did.

And then to make things fluffier for all four of these classes... we layer on a series of Styles, Schemes, Deities, and Traditions that bundle a lot of these options into a flavorful package that a Standard game player can select. And these packages give slight character benefits in exchange for having less choice. So the Fighter can select a fighting Style that demarcates exactly at what level they get a specific Maneuver, and in return they get something cool as part of the Style. Same with the Rogue selecting a Scheme, same with the Cleric selecting a Deity, same with the Wizard selecting a Tradition.

Then...

On top of these class feature selections... Standard players can select from a series of Backgrounds that give their character some skills... and Traits that give their characters some universal abilities that anyone can take-- abilities that are broad and not so powerful that if a DM chooses NOT to use them... the PCs are not gimped in comparison. Does a game where no one can be an Herbalist make them massively unbalanced compared to one where they can? I don't think so. Or one where no one can Ambush and retain their hidden condition for the turn even if they were seen prior to the attack? Nope. These (and other Traits) should be cool character defining stuff... but not such a big deal if characters don't get 4 or 5 of them because the DM chooses not to use Traits in the game.

********

The only reason why this hasn't happened and (if I'm completely honest) probably won't happen, is because Mike and some others like the idea of Feats just too much. And thus every single possible character ability that isn't a SPELL is going to be kept in this big box... theoretically with the idea that they are open to EVERYONE to select... but in reality only certain ones will ever go to certain classes because they are absolutely ineffective to others. But heaven forbid we just admit that and split them up into separate boxes to begin with.
 

Hey, look at that! More powerful feats gained at higher levels, just like spells! Who would ever come up with such a crazy idea!

Truth be told... I'm not really sure how this new idea of theirs for feats is really going to work in practice. There are several issues at play:

Me neither. On the one hand, feats are supposed to be "big" things for the character while simultaneously being a single combat maneuver?:confused: This lack of clarity about "what is the purpose of a feat?" is a clear indicator to me that they should be jettisoned unless they actually find a need/purpose for them. A lot of the character differentiation job seems to have been handed to backgrounds and sub-classes. If that works...then great! Use them! Don't keep feats around cluttering up the design just because they were in the last two editions.

<snippage>
Yes... that is the tradition of Dungeons & Dragons-- the two martial classes are the easysauce classes and the two spellcasting classes are the "hard" ones... but isn't it about time we lost THAT sacred cow? All it's doing is creating a pair of ghetto classes that the "poor, unwashed gamer masses" have to play because they're the easy ones, while the "more sophisticated" gamer can play the spellcaster because only they are capable of taking 2 godamned minutes to read a couple spells from a short list and then choosing one. Jeez, does that piss me off! The fact that we dumb down the development of the game because the Fighter and Rogue aren't allowed to make the same SINGLE select of a maneuver or a feat from a small list because that's just TOO HARD. Ugh!!!

heh....I'd like to kill the cow in the other direction and make casters as easy to play as a simple fighter, too. I thought they were trying to design the game for that kind of thing in mind. It seems increasingly unlikely that they will work that out, IMO.

And what's worse about this... is that we could easily STILL MAKE THE PROCESS SIMPLE by just having the Basic game Fighter and Rogue get ASSIGNED a specific maneuver or trick in those slots and consider them CLASS FEATURES. If they would just do this... we wouldn't have to go through the rigamarole of trying to balance the exchange of feats for +1s to ability scores (which is what I'm most skeptical of.) Because, look... they apparently learned early on in the development of the Expertise Dice that given the choice between using the dice to power a maneuver or using it for extra damage... extra damage won out almost all the time. The simple method was the most effective. So what do we think is going to happen with this "feats for +1s" exchange? I'm pretty sure it's going to be spending every feat slot to get your primary score to 20 as quickly as possible, THEN make the hard decision whether raising your secondary scores are still better than taking an ability. My guess is that we're going to be all martial characters upping their CON to 20 ASAP too.

I said it above in this thread, and I'll say it again... here is what I think each Core Four class should get as part of their basic foundation:
<snippage>

The only reason why this hasn't happened and (if I'm completely honest) probably won't happen, is because Mike and some others like the idea of Feats just too much. And thus every single possible character ability that isn't a SPELL is going to be kept in this big box... theoretically with the idea that they are open to EVERYONE to select... but in reality only certain ones will ever go to certain classes because they are absolutely ineffective to others. But heaven forbid we just admit that and split them up into separate boxes to begin with.

I generally like your scheme and see it fairly the same way. Feats that are "open to everyone" but really only practical for one or two classes is yet another indicator of poor design, IMO.
 

I think that if I were allowed to smash people's sacred cows I'd be rid of the terms "skill" and "feat" and replace the whole thing with "Talent." Backgrounds would award you a suite of talents comprised of situations where your Ability Check (whatever the ability you use may be) uses a bonus die or advantage, along with a social/resource trait like they currently have.

Some classes might assign you specific talents or choices from a sub-list. Some talents would have prerequisites that could range from ability scores to talent chains to character level to pure role playing / world situations (noble title by birth, marriage, or appointment; government office, favor of a dragon, etc.). Other talents may be purely "open" to characters with levels in adventuring classes.

Talents would not be purely optional, but the selection of talents could be easily culled from Basic by assigning each class a very broad mechanical talent by another name - as an earlier poster pointed out pure Advantage on Ability Checks for one ability would do the job for the Core Four nicely. Having the option for +1 to a stat of choice would work as a substitute for dialed-down Standard and Advanced games. Just limit the talent list to Stronger, Faster, Harder, Smarter, etc. ;)

- Marty Lund
 

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