5th edition notes is a loose series of threads where I want to talk about how I would write up 5th edition if I was in charge.
Todays topic is...
Feats
In short, 4th edition just has too many of them (2589 at current counting), and I want to analyse how that huge amount of feats came to be and how this can be addressed in 5th edition.
Too many feats is bad?
First of all, why are so many feats a bad thing? After all, this guarantees that for every possible build, there are interesting feats, right?
No. There is what psychologists call "Choice Paralysis". The more options you have, the more insecure you are about making a decision. In fact, it increases the chance that you don't want to make a decision at all and just give up. And even if you make a choice, too much selection means we are more insecure about the choice that we made.
Ideally, there is a small, easy to understand selection of 4-5 options each time you make a character build choice. This is handled well with powers, where the choice is boiled down to three or four desirable ones for your build in most cases.
With feats, however, there is a vast sea of selection, and unless you know what you are looking for or unless you use an optimization handbook, there is not much to guide you. There are of course players who enjoy character optimization as an art form. These players are willing to delve through their complete collection of books for new feats every 2 levels. However, they are a small (but vocal) minority.
How did we get there?
In 3rd edition, feats served 3 important purposes:
a) provide numerical bonuses
b) enable combat maneuvers
c) allow spellcasters to modify their spells
d) other stuff (which we'll leave aside for now)
In 4th edition, b) was replaced by the powers system. c) was removed, and there simply is no equivalent subsystem to the 3rd edition metamagic system. That leaves numerical bonuses. However, there are only so many numbers on a character sheet that you can add something to.
So where do over 3000 feats come from? Short answer: Fiddly situational bonuses.
Huge amounts of 4th edition feats apply to only one race, only one class, only one power, only one situation, or any combination of these.
The result: Choice paralysis.
It has come to the point where there is a feat for every possible combination of class feature and racial power and whatnot. Need proof?
Draconic Challenge
Heroic Tier
Prerequisite: Dragonborn, paladin
Benefit: When you use your dragon breath racial power, you subject each enemy targeted by that power to your divine sanction. This divine sanction lasts until the start of your next turn.
There is simply no motivation for this feat except for filling the grid and the fact that there are many dragonborn paladins. What's divine about breathing fire / spitting acid at people to challenge them to a duel? From a flavor point of view, the feat just doesn't make sense.
The other problem about these feats is that from a power standpoint, only a precious few of them are worth taking. After all, you will only use your racial power once per encounter. It has to be at least five times as good as anything I can do any time to be any good. Through sheer bloat, feats have become the fiddly afterthought that requires wading through too much stuff to make a decision.
The Essential Feats
As a help for newbies and to fight the bloat I would include a list of "essential" feats to the game. If you're paralyzed by the available choices, just take one of them. They are guaranteed to be viable at any level, for any race, any class, any build.
What I did is, I took a standard D&D character sheet and created one feat for each single item on there. To keep it concise, I'll only list the feat benefits.
(Of course, they would need some playtest and finetuning)
+4 to Initiative
+1 to one ability score of your choice
+5/+10/+15 hit points
+2 healing surges
+1 to AC
+1/+2/+3 to Fort
+1/+2/+3 to Ref
+1/+2/+3 to Will
+1 to saving throws
+5 to death saves
Gain training in two skills
+1 to all skills
Roll twice for all checks with one skill
+1 movement speed
+1 to hit with all attacks
+1/+2/+3 to all damage rolls
+3 to hit with one specific power (the first time you use it in an encounter)
+2 per [W] damage with one specific power
Learn a first-level at-will attack power
Learn an encounter power of up to your level
Learn a daily power of up to your level
Learn a utility power / skill power of up to your level
Use encounter power twice per encounter
Score critical hit on 19, 20
Reroll 1 on all damage rolls
Reroll 1 on all d20 rolls
Nearly all other feats in the game will be specialized versions of these to some degree.
Note: I did not include weapon and implement proficiencies here because these are class-specific. In addition, you're expected to be proficient with all relevant weapons and implements right out of the gate already.
Todays topic is...
Feats
In short, 4th edition just has too many of them (2589 at current counting), and I want to analyse how that huge amount of feats came to be and how this can be addressed in 5th edition.
Too many feats is bad?
First of all, why are so many feats a bad thing? After all, this guarantees that for every possible build, there are interesting feats, right?
No. There is what psychologists call "Choice Paralysis". The more options you have, the more insecure you are about making a decision. In fact, it increases the chance that you don't want to make a decision at all and just give up. And even if you make a choice, too much selection means we are more insecure about the choice that we made.
Ideally, there is a small, easy to understand selection of 4-5 options each time you make a character build choice. This is handled well with powers, where the choice is boiled down to three or four desirable ones for your build in most cases.
With feats, however, there is a vast sea of selection, and unless you know what you are looking for or unless you use an optimization handbook, there is not much to guide you. There are of course players who enjoy character optimization as an art form. These players are willing to delve through their complete collection of books for new feats every 2 levels. However, they are a small (but vocal) minority.
How did we get there?
In 3rd edition, feats served 3 important purposes:
a) provide numerical bonuses
b) enable combat maneuvers
c) allow spellcasters to modify their spells
d) other stuff (which we'll leave aside for now)
In 4th edition, b) was replaced by the powers system. c) was removed, and there simply is no equivalent subsystem to the 3rd edition metamagic system. That leaves numerical bonuses. However, there are only so many numbers on a character sheet that you can add something to.
So where do over 3000 feats come from? Short answer: Fiddly situational bonuses.
Huge amounts of 4th edition feats apply to only one race, only one class, only one power, only one situation, or any combination of these.
The result: Choice paralysis.
It has come to the point where there is a feat for every possible combination of class feature and racial power and whatnot. Need proof?
Draconic Challenge
Heroic Tier
Prerequisite: Dragonborn, paladin
Benefit: When you use your dragon breath racial power, you subject each enemy targeted by that power to your divine sanction. This divine sanction lasts until the start of your next turn.
There is simply no motivation for this feat except for filling the grid and the fact that there are many dragonborn paladins. What's divine about breathing fire / spitting acid at people to challenge them to a duel? From a flavor point of view, the feat just doesn't make sense.
The other problem about these feats is that from a power standpoint, only a precious few of them are worth taking. After all, you will only use your racial power once per encounter. It has to be at least five times as good as anything I can do any time to be any good. Through sheer bloat, feats have become the fiddly afterthought that requires wading through too much stuff to make a decision.
The Essential Feats
As a help for newbies and to fight the bloat I would include a list of "essential" feats to the game. If you're paralyzed by the available choices, just take one of them. They are guaranteed to be viable at any level, for any race, any class, any build.
What I did is, I took a standard D&D character sheet and created one feat for each single item on there. To keep it concise, I'll only list the feat benefits.
(Of course, they would need some playtest and finetuning)
+4 to Initiative
+1 to one ability score of your choice
+5/+10/+15 hit points
+2 healing surges
+1 to AC
+1/+2/+3 to Fort
+1/+2/+3 to Ref
+1/+2/+3 to Will
+1 to saving throws
+5 to death saves
Gain training in two skills
+1 to all skills
Roll twice for all checks with one skill
+1 movement speed
+1 to hit with all attacks
+1/+2/+3 to all damage rolls
+3 to hit with one specific power (the first time you use it in an encounter)
+2 per [W] damage with one specific power
Learn a first-level at-will attack power
Learn an encounter power of up to your level
Learn a daily power of up to your level
Learn a utility power / skill power of up to your level
Use encounter power twice per encounter
Score critical hit on 19, 20
Reroll 1 on all damage rolls
Reroll 1 on all d20 rolls
Nearly all other feats in the game will be specialized versions of these to some degree.
Note: I did not include weapon and implement proficiencies here because these are class-specific. In addition, you're expected to be proficient with all relevant weapons and implements right out of the gate already.