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General Tabletop Discussion
*Dungeons & Dragons
A Class's Spell List Should be Listed With the Class Description.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9306557" data-attributes="member: 6790260"><p>While I think I see what you were going for with this, I'm afraid MuhVerisimilitude has the right of it.</p><p></p><p>3.x feats almost universally suck. Fighter feats doubly so. You have to wade through three crap feats to get one decent feat, and it takes half or more of a character's natural play-life to get that far.</p><p></p><p>As with many, many, <em>many</em> parts of 3.x, it's a conceptually compelling idea executed extremely poorly and with few other examples in the D&D milieu. The first and last (compelling, rarely matched) mean people still stick to it years upon years later....and cling to the middle bit despite the significant evidence of its flaws.</p><p></p><p>Design by what sounds like great design philosophy, rather than by testing and analysis, is often prone to such issues.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9306557, member: 6790260"] While I think I see what you were going for with this, I'm afraid MuhVerisimilitude has the right of it. 3.x feats almost universally suck. Fighter feats doubly so. You have to wade through three crap feats to get one decent feat, and it takes half or more of a character's natural play-life to get that far. As with many, many, [I]many[/I] parts of 3.x, it's a conceptually compelling idea executed extremely poorly and with few other examples in the D&D milieu. The first and last (compelling, rarely matched) mean people still stick to it years upon years later....and cling to the middle bit despite the significant evidence of its flaws. Design by what sounds like great design philosophy, rather than by testing and analysis, is often prone to such issues. [/QUOTE]
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