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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="hbarsquared" data-source="post: 6023090" data-attributes="member: 4550"><p>Wow, this thread degenerated quite a bit over the past day.</p><p></p><p>For siloing to work well:</p><ul> <li data-xf-list-type="ul">Background/Traits/Talents must be robust.</li> <li data-xf-list-type="ul">"Specialties" and "Backgrounds" can easily be removed or added in.</li> </ul><p></p><p>Backgrounds need to provide more options as well provide choices when leveling up. You should be able to grow your character through exploration/social abilities just as you grow your character through combat ability.</p><p></p><p>For non-rp groups and characters, they can just leave out Backgrounds and all characters are created with a Specialty. Or for a super combat-heavy game: 2 Specialties.</p><p></p><p>Non-combat groups (or characters who want to actively be bad at combat), leave out Specialties and just create a character with a Background. Or for super rp-heavy games: 2 Backgrounds.</p><p></p><p>Hell, if I was playing an average game (each character with 1 Background and 1 Specialty), and one player actively wanted to be poor at combat, I'd say, "Sure! Feel free to switch out your Specialty and ability to choose combat feats for a whole second Background and get twice the number of 'talents'! No problem!"</p><p></p><p>As a DM, I probably wouldn't even have a problem substituting "Talents" for "Feats." Sure, create a character with a Specialty and a Background. Choose a couple of combat Feats for your character at the beginning for their Specialty, but a 5th-level you decide to pick up a Talent in place of a Feat. Why not?</p><p></p><p>These are all options. If things start out "siloed" you can cut and add at well. <strong>Siloing still allows characters to sacrifice combat ability for rp ability.</strong> It even allows you to mix-and-match if you really want to.</p><p></p><p>What siloing <em>does</em> is open up options for those that don't want to sacrifice rp ability for combat ability. If everything is jumbled up under one mechanic, it's impossible to separate out and balance.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 6023090, member: 4550"] Wow, this thread degenerated quite a bit over the past day. For siloing to work well: [LIST] [*]Background/Traits/Talents must be robust. [*]"Specialties" and "Backgrounds" can easily be removed or added in. [/LIST] Backgrounds need to provide more options as well provide choices when leveling up. You should be able to grow your character through exploration/social abilities just as you grow your character through combat ability. For non-rp groups and characters, they can just leave out Backgrounds and all characters are created with a Specialty. Or for a super combat-heavy game: 2 Specialties. Non-combat groups (or characters who want to actively be bad at combat), leave out Specialties and just create a character with a Background. Or for super rp-heavy games: 2 Backgrounds. Hell, if I was playing an average game (each character with 1 Background and 1 Specialty), and one player actively wanted to be poor at combat, I'd say, "Sure! Feel free to switch out your Specialty and ability to choose combat feats for a whole second Background and get twice the number of 'talents'! No problem!" As a DM, I probably wouldn't even have a problem substituting "Talents" for "Feats." Sure, create a character with a Specialty and a Background. Choose a couple of combat Feats for your character at the beginning for their Specialty, but a 5th-level you decide to pick up a Talent in place of a Feat. Why not? These are all options. If things start out "siloed" you can cut and add at well. [b]Siloing still allows characters to sacrifice combat ability for rp ability.[/b] It even allows you to mix-and-match if you really want to. What siloing [i]does[/i] is open up options for those that don't want to sacrifice rp ability for combat ability. If everything is jumbled up under one mechanic, it's impossible to separate out and balance. [/QUOTE]
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