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A new Tier System for 5E
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<blockquote data-quote="DEFCON 1" data-source="post: 5734137" data-attributes="member: 7006"><p>That's a cool idea. To follow that line of thinking... I maybe would then draw upon one of the ideas that myself and some others mentioned in one of the other threads dealing with feats for 5E... which was to make Class Features actual feats, rather than their own classification of 'class feature'.</p><p></p><p>The theory was that if you made class features (and race features for that matter) actual feats, and balanced them as such against other regular feats the PC could pick up... you had an instant way to create 'base' classes and races, but also be able to compact and expand the PC options for simpler play, advanced play, and alternate builds by adding, removing or swapping out those base feats.</p><p></p><p>In your example for extended E6-style start set gaming... at 1st level a particular 'class' gets to take powers from the chosen Role group, and the chosen Power Source group (maybe one of each, maybe not so codified, who knows?) and you also then are assigned perhaps a feat from those two Groups, which are basically the 'Class Features' of your class. So for instance, the Leader Role Group feat gives you the Healing Word power and thus regardless of which power source you are-- (martial, divine, arcane) you automatically know how to heal as a Leader. And if you select the Arcane Power Source, you are given the Ritual Caster feat (assuming for the moment that rituals were still in the game, and this feature didn't suck. LOL).</p><p></p><p>Using the modularity pod format that Mearls had been talking about... the DM could then choose whether or not to use the Feats module in his the game... and if he did, the PCs would then choose additional General feats at 1st, 2nd, and 4th level like normal (and so on in the later Tiers). But for an E6 style campaign, if the DM wanted to give additional power to the PCs without advancing their level past 5... there are plenty of additional feats (both of the General, Role, and Power Source variety) in the Starter Set he could hand out.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5734137, member: 7006"] That's a cool idea. To follow that line of thinking... I maybe would then draw upon one of the ideas that myself and some others mentioned in one of the other threads dealing with feats for 5E... which was to make Class Features actual feats, rather than their own classification of 'class feature'. The theory was that if you made class features (and race features for that matter) actual feats, and balanced them as such against other regular feats the PC could pick up... you had an instant way to create 'base' classes and races, but also be able to compact and expand the PC options for simpler play, advanced play, and alternate builds by adding, removing or swapping out those base feats. In your example for extended E6-style start set gaming... at 1st level a particular 'class' gets to take powers from the chosen Role group, and the chosen Power Source group (maybe one of each, maybe not so codified, who knows?) and you also then are assigned perhaps a feat from those two Groups, which are basically the 'Class Features' of your class. So for instance, the Leader Role Group feat gives you the Healing Word power and thus regardless of which power source you are-- (martial, divine, arcane) you automatically know how to heal as a Leader. And if you select the Arcane Power Source, you are given the Ritual Caster feat (assuming for the moment that rituals were still in the game, and this feature didn't suck. LOL). Using the modularity pod format that Mearls had been talking about... the DM could then choose whether or not to use the Feats module in his the game... and if he did, the PCs would then choose additional General feats at 1st, 2nd, and 4th level like normal (and so on in the later Tiers). But for an E6 style campaign, if the DM wanted to give additional power to the PCs without advancing their level past 5... there are plenty of additional feats (both of the General, Role, and Power Source variety) in the Starter Set he could hand out. [/QUOTE]
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