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General Tabletop Discussion
*Dungeons & Dragons
5th edition design notes: Feats
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<blockquote data-quote="mkill" data-source="post: 5264116" data-attributes="member: 55985"><p>@Zephyr: Let me come back to the two schools of creating a character. Imagine two players come up with a character called "Superman".</p><p></p><p>One opens the rulebook, he starts with the "from Krypton" racial template and combines it with the "Invincible Laserguy" class. He then selects his suggested superpowers and skills, and then writes a bit of backstory.</p><p></p><p>The other player starts with "he's from a destroyed alien planet, he can fly, he's invincible, he can shoot lasers" and then opens the rulebooks and checks whatever fits this best.</p><p></p><p>D&D, with its class-based system, is leaning very far into the first approach. Point-based character creation systems (Gurps etc.) lean very far towards the second approach.</p><p></p><p>Now, I don't want D&D to completely forget its roots and become point-based. That's way to far. What I want it to do is give me a very flexible toolbox of feats, like lego-bricks, that I can fit to my character as I like, without locking me into assumptions like "flails are for the Marauder style ranger".</p><p></p><p>I don't want a game that has a dozen feats that all do the same, such as allow me to crit on a roll of 19-20. It was one feat in 3rd edition, why was it split up? And why can't my Swordmage get this feat for swords? A frickin' Epic level swordmage is one of the best swordsmen of the planet, he doesn't need Str 21 and Dex 17 to prove it. And if you don't slap pigeonholed ability score requirements on the feat in the first place, you don't need to fix the gap later with yet another feat (!) in Dragon 387.</p><p></p><p>Just let me add that feat to any character I want and let me figure out how to integrate it into the description of his combat style.</p><p></p><p></p><p></p><p>Oh, yes it does. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="mkill, post: 5264116, member: 55985"] @Zephyr: Let me come back to the two schools of creating a character. Imagine two players come up with a character called "Superman". One opens the rulebook, he starts with the "from Krypton" racial template and combines it with the "Invincible Laserguy" class. He then selects his suggested superpowers and skills, and then writes a bit of backstory. The other player starts with "he's from a destroyed alien planet, he can fly, he's invincible, he can shoot lasers" and then opens the rulebooks and checks whatever fits this best. D&D, with its class-based system, is leaning very far into the first approach. Point-based character creation systems (Gurps etc.) lean very far towards the second approach. Now, I don't want D&D to completely forget its roots and become point-based. That's way to far. What I want it to do is give me a very flexible toolbox of feats, like lego-bricks, that I can fit to my character as I like, without locking me into assumptions like "flails are for the Marauder style ranger". I don't want a game that has a dozen feats that all do the same, such as allow me to crit on a roll of 19-20. It was one feat in 3rd edition, why was it split up? And why can't my Swordmage get this feat for swords? A frickin' Epic level swordmage is one of the best swordsmen of the planet, he doesn't need Str 21 and Dex 17 to prove it. And if you don't slap pigeonholed ability score requirements on the feat in the first place, you don't need to fix the gap later with yet another feat (!) in Dragon 387. Just let me add that feat to any character I want and let me figure out how to integrate it into the description of his combat style. Oh, yes it does. :p [/QUOTE]
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