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Essentials feat too powerful???
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<blockquote data-quote="DonAdam" data-source="post: 5460293" data-attributes="member: 2446"><p>Feats have their ups and downs. I want to approach it from two angles: number of feat slots and their general function.</p><p></p><p>Number of slots:</p><p></p><p>Things like Weapon Focus and Unarmored Agility are bland, but given the number of feats you choose over the course of a career that's a good thing. 30th level characters don't need 18 extra options, mini-powers, and fiddly bits. Static bonus feats keep you from getting overwhelmed. </p><p></p><p>Given the number of feat slots, I think Essentials feats are an improvement. If they lead to some genericness it's because there's only really 1 book worth of feats out right now with the new design principles.</p><p></p><p>General function:</p><p></p><p>But there's another reason it's difficult to get ride of the "bland" options.</p><p></p><p>The most important option that feats provide in principle is allowing a character to grow in scope as opposed to scale (bigger bonuses), both vertically (relative to defined class and race roles) and horizontally (through time). Both 3e's skill point system and 2e's nonweapon prof's seemed a little restrictive in that regard; 3e also had feats and open-ended multiclassing, but 4e narrowed both the skill-growth and multiclassing options.</p><p></p><p>The problem is that now, to allow customizability, you've created a general resource. That's great for Ally who wants a rogue with a little magic, but what about Bob who wants a fighter without the twist? You have two options: make him take feats he doesn't really want, or give him feats that strengthen his role (including things common to all roles, such as defenses or damage). </p><p></p><p>Thus, in order not to foist things onto Bob you give him to option of using that general resource to pump scale (bigger bonuses) rather than scope (wider options). Which means that for players without niche ideas, you've added a layer of complexity to character design that appears redundant. I.E., why not just build the +1/tier Weapon Focus damage into the structure of the game?</p><p></p><p>To make it worse, if you've designed those feats well, the players with niche ideas will want them as well.</p><p></p><p>I don't know how to reconcile these difficulties. There doesn't seem to be a clean solution.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 5460293, member: 2446"] Feats have their ups and downs. I want to approach it from two angles: number of feat slots and their general function. Number of slots: Things like Weapon Focus and Unarmored Agility are bland, but given the number of feats you choose over the course of a career that's a good thing. 30th level characters don't need 18 extra options, mini-powers, and fiddly bits. Static bonus feats keep you from getting overwhelmed. Given the number of feat slots, I think Essentials feats are an improvement. If they lead to some genericness it's because there's only really 1 book worth of feats out right now with the new design principles. General function: But there's another reason it's difficult to get ride of the "bland" options. The most important option that feats provide in principle is allowing a character to grow in scope as opposed to scale (bigger bonuses), both vertically (relative to defined class and race roles) and horizontally (through time). Both 3e's skill point system and 2e's nonweapon prof's seemed a little restrictive in that regard; 3e also had feats and open-ended multiclassing, but 4e narrowed both the skill-growth and multiclassing options. The problem is that now, to allow customizability, you've created a general resource. That's great for Ally who wants a rogue with a little magic, but what about Bob who wants a fighter without the twist? You have two options: make him take feats he doesn't really want, or give him feats that strengthen his role (including things common to all roles, such as defenses or damage). Thus, in order not to foist things onto Bob you give him to option of using that general resource to pump scale (bigger bonuses) rather than scope (wider options). Which means that for players without niche ideas, you've added a layer of complexity to character design that appears redundant. I.E., why not just build the +1/tier Weapon Focus damage into the structure of the game? To make it worse, if you've designed those feats well, the players with niche ideas will want them as well. I don't know how to reconcile these difficulties. There doesn't seem to be a clean solution. [/QUOTE]
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Essentials feat too powerful???
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