What about a separate section of a book?Even if pre-built "classes" are provided, I can't help but look at all of those available options. Now, if those options were a separate book, that might work. Out of sight, out of mind.
That is functionality similar. You have just made it each feat at a given level must be equal. Which is more rigid IMO. What I would like to see is:No.
You can pick any feat from a lower tier.
So you can use a Paladin feat to instead pick up a Warlock feature from a lower tier, for example. As one gains in tiers, more and more options become available.
Obviously, higher tier options are unavailable for balance reasons.
I mean that is how I would probably do it as publisher, but that wouldn't work for me as a player (I mean it is still right there in book - how can I not flip a few pages and check it out). To me, the best middle ground would be a separate book in a boxed set.What about a separate section of a book?
Since PF2e came out I have retreated heavily from that idea.
But you can use one feat, to gain two separate half feats. Each half feat can be designed separately.That is functionality similar. You have just made it each feat at a given level must be equal. Which is more rigid IMO. What I would like to see is:
This provides a lot more design variety and flexibility, but it is more difficult to pull off well.
- Class features being roughly equal (probably with level restrictions/ prerequisite). Allows for swapping of class features.
- SubClass features being roughly equal (possibly with level restrictions/ prerequisite). Allows for swapping of subclass features.
- Feats being roughly equal with no prerequisites (just like 5e now)
For me, "analysis paralysis" is never a problem.
Each class is like a pregenerated character that selects the default feats. If there are 12 or so classes, then the most popular archetypes are already covered.
Only a player who actively wants, would swap out the default for something else.
For a player who is happy with the default, the game is super simple.
Since every feature is a lego-like unit, there are no trap options, because any trap option (or broken option) can be updated in isolation.
Choice every level + 5e compatibility = alternate class features
It doesn't seem more complicated than that to me.
For me, it is to many choices. Every level you choose at least one feat, 2 feats every other level. Each feat category has 7-8 choices. So I have to select 1 out 8 or 2 out of 16 choices every single level. I know there are people that like this, but I am not one of them.I havent played PF2. Give examples of issues you found difficult.
I have looked at PF2, but I also am less enthusiastic about its layout.
Yep, that used to be what I wanted to do too. Basically you get rid of multiclassing by allowing a character to be built anyway you like (just need to meet the pre-requisites). Complete flexibility of character creation and then then simple "builds" (that is what I called the predetermined classes) for dummies like me. After get a tasted of something close to that, I realized that wasn't what I wanted. I am reserving that type of freedom to my Immortal level games where I want a different play experience.They layout I presented is one feat per level. The player can use the feat for absolutely anything one wants.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.