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A change that improves half-feats
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<blockquote data-quote="clearstream" data-source="post: 8334218" data-attributes="member: 71699"><p>There might be some marginal arguments for lightly armored, but what your comment made me think about is simply removing the prerequisite from moderately armored. Medium armor might genuinely be worth taking as a caster. Too strong do you think?</p><p></p><p></p><p>This speaks to the question of what job do feats do? For me, their general jobs are</p><ol> <li data-xf-list-type="ol">enable creative play</li> <li data-xf-list-type="ol">support a style of play</li> </ol><p>So feats should help players imagine a wider range of character concepts, and help them go deeper into a style the game supports. That means feats could provide</p><ul> <li data-xf-list-type="ul">abilities that classes cannot acquire through normal gameplay (your point)</li> <li data-xf-list-type="ul">distinctive class elements (e.g., metamagic adept) that can also be taken by characters in the class to strengthen core capability</li> <li data-xf-list-type="ul">support for martial styles (e.g., sword-and-board, dual-wield, great-weapon, bow, unarmed, damage-types)</li> <li data-xf-list-type="ul">spell and proficiency dips</li> <li data-xf-list-type="ul">support for explore pillar (this area is underserved, but e.g., observant)</li> <li data-xf-list-type="ul">support for social pilar (also underserved, but perhaps e.g., telepathic?)</li> </ul><p>Feats are easy to balance, given the known value of ASIs plus some solid anchoring feats. Clean feat designs like Skill Expert and Fey Touched (and contrast those with the rubbishy designs of Savage Attacker and Athlete!) Something I would like to see in a 6e would be not more feats, but each current feat reconsidered for purpose and balance. I think there should be a general rule like mine for half-feats with in mind making feats relevant to the widest range of character concepts possible, given each feat's location in the design space.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8334218, member: 71699"] There might be some marginal arguments for lightly armored, but what your comment made me think about is simply removing the prerequisite from moderately armored. Medium armor might genuinely be worth taking as a caster. Too strong do you think? This speaks to the question of what job do feats do? For me, their general jobs are [LIST=1] [*]enable creative play [*]support a style of play [/LIST] So feats should help players imagine a wider range of character concepts, and help them go deeper into a style the game supports. That means feats could provide [LIST] [*]abilities that classes cannot acquire through normal gameplay (your point) [*]distinctive class elements (e.g., metamagic adept) that can also be taken by characters in the class to strengthen core capability [*]support for martial styles (e.g., sword-and-board, dual-wield, great-weapon, bow, unarmed, damage-types) [*]spell and proficiency dips [*]support for explore pillar (this area is underserved, but e.g., observant) [*]support for social pilar (also underserved, but perhaps e.g., telepathic?) [/LIST] Feats are easy to balance, given the known value of ASIs plus some solid anchoring feats. Clean feat designs like Skill Expert and Fey Touched (and contrast those with the rubbishy designs of Savage Attacker and Athlete!) Something I would like to see in a 6e would be not more feats, but each current feat reconsidered for purpose and balance. I think there should be a general rule like mine for half-feats with in mind making feats relevant to the widest range of character concepts possible, given each feat's location in the design space. [/QUOTE]
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A change that improves half-feats
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