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General Tabletop Discussion
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Feats are spells...does that mean fewer classes?
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<blockquote data-quote="the Jester" data-source="post: 6119552" data-attributes="member: 1210"><p>Feats have always met all three of these criteria (although they rarely had explicit "Be level x" prerequisites, requiring a BAB +6 and three prerequisite feats amounted to the same thing). Material components or equipment? Try Ritual Caster in 4e!</p><p></p><p></p><p></p><p></p><p>Actually, not all feats are/have been always active/at will; look at the current playtest packet's version of Maximize Spell, for instance, or any of the divine feats from 3e (which are powered by turn/rebuke attempts... which are limited in number). </p><p></p><p>And they do need to be selected, just not on a daily basis.</p><p></p><p></p><p></p><p>Dude, I... what? This isn't even accurate, as far as I can tell. There are plenty of feats in 4e- way, way too many, IMHO. The design space for powers and feats were distinctly different in 4e, though powers ate up some of 3e's feats' design space.</p><p></p><p></p><p></p><p>Yeah, I'm going with "alarmist" here. We haven't even seen the new beefed-up feats, and I think it's fair to say that rolling a bunch of popular and exotic classes into feat builds is NOT going to help unite the base (which, as we have been told over and over again, is a large part of the goal of 5e). So I would be quite surprised, shocked even, to see that happen.</p><p></p><p>Regardless, the earlier packets had more powerful feats than the current iteration, and they didn't seem to take over class design space. I like the idea of a Necromancer specialty (for instance), which allows 1. A wizard to be more necromancery; or 2. A non-wizard to flavor him- or herself as a necromantic dabbler. I don't see that as replacing spells at all.</p><p></p><p>Heck, I'm not even happy with rolling the warlord into the fighter and the assassin into the rogue!</p><p></p><p></p><p></p><p>I'm just not seeing any cause for alarm at all here. I think feats will remain as distinct from spells as they were in late 3e, with some granting spells or magical powers (see 3e's reserve feats) just like some grant non-magical abilities that are ordinarily exceptionally difficult or impossible.</p><p></p><p>My prediction: Pretty much all PH1 classes remain classes, with one or two possible exceptions (e.g. warlord, assassin).</p></blockquote><p></p>
[QUOTE="the Jester, post: 6119552, member: 1210"] Feats have always met all three of these criteria (although they rarely had explicit "Be level x" prerequisites, requiring a BAB +6 and three prerequisite feats amounted to the same thing). Material components or equipment? Try Ritual Caster in 4e! Actually, not all feats are/have been always active/at will; look at the current playtest packet's version of Maximize Spell, for instance, or any of the divine feats from 3e (which are powered by turn/rebuke attempts... which are limited in number). And they do need to be selected, just not on a daily basis. Dude, I... what? This isn't even accurate, as far as I can tell. There are plenty of feats in 4e- way, way too many, IMHO. The design space for powers and feats were distinctly different in 4e, though powers ate up some of 3e's feats' design space. Yeah, I'm going with "alarmist" here. We haven't even seen the new beefed-up feats, and I think it's fair to say that rolling a bunch of popular and exotic classes into feat builds is NOT going to help unite the base (which, as we have been told over and over again, is a large part of the goal of 5e). So I would be quite surprised, shocked even, to see that happen. Regardless, the earlier packets had more powerful feats than the current iteration, and they didn't seem to take over class design space. I like the idea of a Necromancer specialty (for instance), which allows 1. A wizard to be more necromancery; or 2. A non-wizard to flavor him- or herself as a necromantic dabbler. I don't see that as replacing spells at all. Heck, I'm not even happy with rolling the warlord into the fighter and the assassin into the rogue! I'm just not seeing any cause for alarm at all here. I think feats will remain as distinct from spells as they were in late 3e, with some granting spells or magical powers (see 3e's reserve feats) just like some grant non-magical abilities that are ordinarily exceptionally difficult or impossible. My prediction: Pretty much all PH1 classes remain classes, with one or two possible exceptions (e.g. warlord, assassin). [/QUOTE]
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