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<blockquote data-quote="ouini" data-source="post: 1513695" data-attributes="member: 3506"><p>Short answer: no.</p><p></p><p>Or rather, not for any reason important enough to keep the system more (rather than less) complicated. All you gain are two things:</p><p>1 - An echo of the classes (in the form of grouped ability-chains), so that it's easier to lump abilities together (prereq-wise) which normally wouldn't go together as prereq feats chains.</p><p>2 - That the fighter-feat list stays a known entity: a set list of about four dozen feats which are overwhelmingly (maybe only) useful in combat, which any "fighter" (a class which has ostensibly disappeared) might wish to learn. While there's no doubt some abilities are powerful enough and appropriately-themed (Rage, Sneak Attack) to be on such a list, others are not so black and white. Either they're powerful but not exclusive to fighting (Fast Movement or Wild Shape), or they're exclusive to combat, but arguably require too narrow a character type to make available to all "fighters" (Smite Evil, Ki Strike, even Turn Undead and Inspire Courage). Ability-chains, on the other hand, can be classified as fighting or non-fighting (or better vs. worse) arbitrarily, based essentially on utility.</p><p></p><p>So to lump them together, the hardest and most time-consuming step (to keep game consistency) would be determining which feats<span style="color: RED">, which used to be non-fighter's feats, should now be considered powerful enough to join the ranks of the </span>"fighter" feats and feat-chains.</p></blockquote><p></p>
[QUOTE="ouini, post: 1513695, member: 3506"] Short answer: no. Or rather, not for any reason important enough to keep the system more (rather than less) complicated. All you gain are two things: 1 - An echo of the classes (in the form of grouped ability-chains), so that it's easier to lump abilities together (prereq-wise) which normally wouldn't go together as prereq feats chains. 2 - That the fighter-feat list stays a known entity: a set list of about four dozen feats which are overwhelmingly (maybe only) useful in combat, which any "fighter" (a class which has ostensibly disappeared) might wish to learn. While there's no doubt some abilities are powerful enough and appropriately-themed (Rage, Sneak Attack) to be on such a list, others are not so black and white. Either they're powerful but not exclusive to fighting (Fast Movement or Wild Shape), or they're exclusive to combat, but arguably require too narrow a character type to make available to all "fighters" (Smite Evil, Ki Strike, even Turn Undead and Inspire Courage). Ability-chains, on the other hand, can be classified as fighting or non-fighting (or better vs. worse) arbitrarily, based essentially on utility. So to lump them together, the hardest and most time-consuming step (to keep game consistency) would be determining which feats[color=RED], which used to be non-fighter's feats, should now be considered powerful enough to join the ranks of the [/color]"fighter" feats and feat-chains. [/QUOTE]
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