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D&D Next Blog "Avoiding Choice Traps"
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<blockquote data-quote="Dragonblade" data-source="post: 5898756" data-attributes="member: 2804"><p>Combined super feats is clunky and awkward. What if I want the combat piece from one feat, but the social piece from another? Ugh, no thanks.</p><p></p><p>Likewise, feats handling social, combat, and exploration all from one pool doesn't work either. I shouldn't have to sacrifice combat utility to be a better diplomat, or a better explorer.</p><p></p><p>You need three silos and you shouldn't be able trade them off. Otherwise, you have the same problem as before. Bob trades all his exploration and social choices to become a combat monster, while John trades all his combat options to be a super diplomat but otherwise sucks at combat. From a DM standpoint this is a balance nightmare. I don't want John dominating the RP scenes while Bob sits there and I don't want to have to worry about designing encounters for Bob that are way too lethal for John's PC to handle.</p><p></p><p>The best way to handle this is to provide three separate siloed resources and at appropriate intervals the player can choose one option from each silo. </p><p></p><p>Also, I want new options to come up pretty much every level, or at least start all PCs with at least 3 feats from each silo. I never felt like I could ever get enough feats in 3e or 4e to truly customize my PC the way I wanted it until I was practically epic level. It was very frustrating.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5898756, member: 2804"] Combined super feats is clunky and awkward. What if I want the combat piece from one feat, but the social piece from another? Ugh, no thanks. Likewise, feats handling social, combat, and exploration all from one pool doesn't work either. I shouldn't have to sacrifice combat utility to be a better diplomat, or a better explorer. You need three silos and you shouldn't be able trade them off. Otherwise, you have the same problem as before. Bob trades all his exploration and social choices to become a combat monster, while John trades all his combat options to be a super diplomat but otherwise sucks at combat. From a DM standpoint this is a balance nightmare. I don't want John dominating the RP scenes while Bob sits there and I don't want to have to worry about designing encounters for Bob that are way too lethal for John's PC to handle. The best way to handle this is to provide three separate siloed resources and at appropriate intervals the player can choose one option from each silo. Also, I want new options to come up pretty much every level, or at least start all PCs with at least 3 feats from each silo. I never felt like I could ever get enough feats in 3e or 4e to truly customize my PC the way I wanted it until I was practically epic level. It was very frustrating. [/QUOTE]
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