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D&D Next Blog "Avoiding Choice Traps"
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<blockquote data-quote="Rhenny" data-source="post: 5898740" data-attributes="member: 18333"><p>In response to the blog (Now we could do this another way. We could just bite the bullet and say feats are generally combat focused. Feats reflect customization options that speak directly to the combat pillar. Then we could let skills (delivered through backgrounds) carry the weight of exploration and interaction. And then we could have a third element, call them traits, to address the roleplaying pillar. )</p><p></p><p>I really like the idea of making feats for combat, skills for exploration and interaction, and traits for roleplaying. With these categories, it would be easy to design classes/themes that make PCs competent in the each of the three pillars, yet it still allows players to customize PCs. </p><p></p><p>With this system, someone can play a charismatic fighter or an intellectual rogue, or a sneaky wizard, or a brutal cleric. Play what you want...and have balance too....yes!</p><p></p><p>Let me have a combat perk, an exploration perk, an interaction perk, a roleplaying perk, and I'm more likely to make a meaningful contribution in any situation. If there are enough choices (and no clear "must have" perk) we'll have many unique and personalized PCs. </p><p></p><p>Perhaps as a PC levels up, he or she will have to choose whether to gain a feat, a skill or a trait so he can begin to specialize after the basic foundation in each pillar is solid.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 5898740, member: 18333"] In response to the blog (Now we could do this another way. We could just bite the bullet and say feats are generally combat focused. Feats reflect customization options that speak directly to the combat pillar. Then we could let skills (delivered through backgrounds) carry the weight of exploration and interaction. And then we could have a third element, call them traits, to address the roleplaying pillar. ) I really like the idea of making feats for combat, skills for exploration and interaction, and traits for roleplaying. With these categories, it would be easy to design classes/themes that make PCs competent in the each of the three pillars, yet it still allows players to customize PCs. With this system, someone can play a charismatic fighter or an intellectual rogue, or a sneaky wizard, or a brutal cleric. Play what you want...and have balance too....yes! Let me have a combat perk, an exploration perk, an interaction perk, a roleplaying perk, and I'm more likely to make a meaningful contribution in any situation. If there are enough choices (and no clear "must have" perk) we'll have many unique and personalized PCs. Perhaps as a PC levels up, he or she will have to choose whether to gain a feat, a skill or a trait so he can begin to specialize after the basic foundation in each pillar is solid. [/QUOTE]
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