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General Tabletop Discussion
*Dungeons & Dragons
Feats are spells...does that mean fewer classes?
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<blockquote data-quote="jrowland" data-source="post: 6119599" data-attributes="member: 94389"><p>these "types" of concerns crop up on MMO forums too (see terms like whack-a-mole). Its a form reductionism. Its great way to classify and organize and as humans, we're great at it. But whats happens is someone doesn't like the classification terminology, the hierarchy, or perhaps fails to see the functional aspects of such, and on, and on...</p><p></p><p>Of course Feats are "like spells". Class features are "like spells", skills are "like spells", an so on. We can always reduce a functional definition to make such comparisons. In this case, "any mechanical system that produces in-game effects" are similar.</p><p></p><p>What we have is a multiple ways to produce in-game effects, and each of those ways has a different granularity and a different "scope". Spells are powerful and few, feats are weaker and many would be granularity whereas "scope" might be spells are magical effects and feats are mundane effects.</p><p></p><p>You could play to this distinction or not. Seems Mearls column is hinting that they are. Maybe Its a good thing feats become more mundane, fighter comabt things. Maybe we need a new category: Talents, Knacks, etc for ways to customize spells and skills.</p><p>You might decide then to have:</p><p></p><p>Melee Types - Maneuvers - modified by Feats</p><p>Spellcaster - Spells - modified by Talents</p><p>Rogue - Skills - modified by Knacks</p><p></p><p>Each class then has access at different rates: Barbarians, eg, would never get talents without multiclassing, but a Paladin might get Talents a decent rates, but noting like the number of Talents a wizard gets.</p><p></p><p>I think we need to wait and see. I doubt it will be anything like I outlined, but I think if you squint hard enough, it might look sort of like it.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6119599, member: 94389"] these "types" of concerns crop up on MMO forums too (see terms like whack-a-mole). Its a form reductionism. Its great way to classify and organize and as humans, we're great at it. But whats happens is someone doesn't like the classification terminology, the hierarchy, or perhaps fails to see the functional aspects of such, and on, and on... Of course Feats are "like spells". Class features are "like spells", skills are "like spells", an so on. We can always reduce a functional definition to make such comparisons. In this case, "any mechanical system that produces in-game effects" are similar. What we have is a multiple ways to produce in-game effects, and each of those ways has a different granularity and a different "scope". Spells are powerful and few, feats are weaker and many would be granularity whereas "scope" might be spells are magical effects and feats are mundane effects. You could play to this distinction or not. Seems Mearls column is hinting that they are. Maybe Its a good thing feats become more mundane, fighter comabt things. Maybe we need a new category: Talents, Knacks, etc for ways to customize spells and skills. You might decide then to have: Melee Types - Maneuvers - modified by Feats Spellcaster - Spells - modified by Talents Rogue - Skills - modified by Knacks Each class then has access at different rates: Barbarians, eg, would never get talents without multiclassing, but a Paladin might get Talents a decent rates, but noting like the number of Talents a wizard gets. I think we need to wait and see. I doubt it will be anything like I outlined, but I think if you squint hard enough, it might look sort of like it. [/QUOTE]
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Feats are spells...does that mean fewer classes?
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