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DRAGONLANCE LIVES! Unearthed Arcana Explores Heroes of Krynn!
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<blockquote data-quote="Kobold Stew" data-source="post: 8567015" data-attributes="member: 23484"><p>For me, the real issue comes with the feat chains, and giving a feat as part of backgrounds. </p><p>Feat-chains by themselves are potentially viable -- and in a sense exist already:</p><p></p><p>moderately armored -- medium armor master</p><p>modertaely armored -- shield master </p><p></p><p>are both "chains", though it is trivial with class choice to bypass the first part of the chain. </p><p></p><p>By giving a feat as part of a background feature, this is really just shutting off options to most players without a certain background by four levels. The second-in-sequence feats additionally have a prerequiste of levels, which is not true of any other feat. </p><p></p><p>(This I presume, is to prevent Variant humans from starting as knights in their first level), with a background a d feat choice.) The whole thing just smacks of making exceptions to a structure that is for the most part balanced: </p><p>-- intro feat chains</p><p>-- intro mechanical abilities (including a feat) in background features</p><p>-- intro spell effects via a feat up to 5 levels early (level 5 commune at character level 4), countered by</p><p>-- intro recovery on 1d4 long rests (any cycle longer than "per long rest")</p><p></p><p>That's four exceptions (at least). Whether or not it is balanced, it just feels like bad game design.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8567015, member: 23484"] For me, the real issue comes with the feat chains, and giving a feat as part of backgrounds. Feat-chains by themselves are potentially viable -- and in a sense exist already: moderately armored -- medium armor master modertaely armored -- shield master are both "chains", though it is trivial with class choice to bypass the first part of the chain. By giving a feat as part of a background feature, this is really just shutting off options to most players without a certain background by four levels. The second-in-sequence feats additionally have a prerequiste of levels, which is not true of any other feat. (This I presume, is to prevent Variant humans from starting as knights in their first level), with a background a d feat choice.) The whole thing just smacks of making exceptions to a structure that is for the most part balanced: -- intro feat chains -- intro mechanical abilities (including a feat) in background features -- intro spell effects via a feat up to 5 levels early (level 5 commune at character level 4), countered by -- intro recovery on 1d4 long rests (any cycle longer than "per long rest") That's four exceptions (at least). Whether or not it is balanced, it just feels like bad game design. [/QUOTE]
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