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<blockquote data-quote="GreatLemur" data-source="post: 3177777" data-attributes="member: 28553"><p>It is better to have modular, adaptable tools than to custom make a new tool for every task. For that reason, I strongly support the idea of using feats to customize characters, rather than creating a whole new category of ability in alternate class features. When you get down to it, <em>all feats <strong>are</strong> alternate class features</em>, and it's better design to make similar things function according to the same rules and terminology wherever possible.</p><p></p><p>However, also based on the logic of that first axiom, I can't support the idea of hard-wiring specific abilities into classes and making whole new classes when you want to exchange those abilities for different ones. Making a Ranger class that can choose the dual-wielding path <em>or</em> the archery path is a lot more elegant than making a Dual-Wielder class <em>and</em> an Archer class, especially when those two classes would overlap in terms of BAB, skills, saving throws, hit die, etc.</p><p></p><p>I just don't see a lot of value in maintaining classes as predictable sets of abilities. If you're building a party for a dungeon crawl, it's just as easy to say "we need someone who can heal and someone who can find traps" as it is to say "we need a Cleric and a Rogue". It shouldn't matter if your healer ends up being a mage who's taken feats from some biomancy feat tree, or your trap-finder is a priest of the clockwork god.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3177777, member: 28553"] It is better to have modular, adaptable tools than to custom make a new tool for every task. For that reason, I strongly support the idea of using feats to customize characters, rather than creating a whole new category of ability in alternate class features. When you get down to it, [i]all feats [b]are[/b] alternate class features[/i], and it's better design to make similar things function according to the same rules and terminology wherever possible. However, also based on the logic of that first axiom, I can't support the idea of hard-wiring specific abilities into classes and making whole new classes when you want to exchange those abilities for different ones. Making a Ranger class that can choose the dual-wielding path [i]or[/i] the archery path is a lot more elegant than making a Dual-Wielder class [i]and[/i] an Archer class, especially when those two classes would overlap in terms of BAB, skills, saving throws, hit die, etc. I just don't see a lot of value in maintaining classes as predictable sets of abilities. If you're building a party for a dungeon crawl, it's just as easy to say "we need someone who can heal and someone who can find traps" as it is to say "we need a Cleric and a Rogue". It shouldn't matter if your healer ends up being a mage who's taken feats from some biomancy feat tree, or your trap-finder is a priest of the clockwork god. [/QUOTE]
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