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Buying Feats in 3.X
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<blockquote data-quote="Celebrim" data-source="post: 4719635" data-attributes="member: 4937"><p>In the waning days of 1st edition, I was experimenting with a system for buying non-weapon proficiencies and other goodies with XP. I abandoned it as being utterly inelegant and complicated. </p><p></p><p>My general feeling is that if you've become so frustrated with 'perk' based character building that you are wanting to do something like this, you should probably abandon a class based system entirely and go to a skill based system.</p><p></p><p>Or, you could just redesign D&D's character advancement rules from the ground up. That would get you something like late 2nd editions rules for designing classes. The problem here is that you'll wind up importing all the frustrations of a skill based system (narrowly focused characters, lack of balance, etc.) into a system that probably won't fully lose the frustrations of a class based system.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4719635, member: 4937"] In the waning days of 1st edition, I was experimenting with a system for buying non-weapon proficiencies and other goodies with XP. I abandoned it as being utterly inelegant and complicated. My general feeling is that if you've become so frustrated with 'perk' based character building that you are wanting to do something like this, you should probably abandon a class based system entirely and go to a skill based system. Or, you could just redesign D&D's character advancement rules from the ground up. That would get you something like late 2nd editions rules for designing classes. The problem here is that you'll wind up importing all the frustrations of a skill based system (narrowly focused characters, lack of balance, etc.) into a system that probably won't fully lose the frustrations of a class based system. [/QUOTE]
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