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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="Ratskinner" data-source="post: 6023459" data-attributes="member: 6688937"><p>"Impossible?" Why? I wouldn't be surprised to see plenty of feats (if not in the first books, in later splat) that swapped some personal combat effectiveness for some greater utility. Healing and support are such a vital part of combat that folks complain about always needing a Cleric (whenever Clerics aren't popular, anyway.) There already a Healer speciality in the second playtest, do you not suspect that future splatbooks would help you recreate this "blood for healing" gimmick? ...could you not see working out a "Revitalizing Music" speciality of your own (if you couldn't wait)?* </p><p></p><p>As far as the non-combat stuff goes...well, I think if you read upthread, you'll see that a lot of people, myself included, are calling for enhanced OoC stuff. Having it siloed makes it all that easier for a DM or group to make decisions and houserules like: "take a second background, but with half the skill bonus" or something to flesh out characters more fully in the OoC realm. That said, I would not want to see a return of skill points, and I'd prefer <em>everything</em> to be simple and fast.</p><p></p><p></p><p></p><p>That sounds like a more fundamental problem with 4e's AEDU system than siloing. As a complaint about 4e, I'll buy that. Yes, 4e's classes were much more tightly-scripted than earlier editions, especially spellcasters. Doesn't have much to do with the idea of siloing, though.</p><p></p><p>*I'm not sure what you mean by "self-debilitating". Characters are supposed to get <em>better</em> and <em>more </em>powerful as they level-up. Wanna trade some of this for more of that? Sure. Wanna just get worse? - no, and I don't think such a thing should be in D&D.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6023459, member: 6688937"] "Impossible?" Why? I wouldn't be surprised to see plenty of feats (if not in the first books, in later splat) that swapped some personal combat effectiveness for some greater utility. Healing and support are such a vital part of combat that folks complain about always needing a Cleric (whenever Clerics aren't popular, anyway.) There already a Healer speciality in the second playtest, do you not suspect that future splatbooks would help you recreate this "blood for healing" gimmick? ...could you not see working out a "Revitalizing Music" speciality of your own (if you couldn't wait)?* As far as the non-combat stuff goes...well, I think if you read upthread, you'll see that a lot of people, myself included, are calling for enhanced OoC stuff. Having it siloed makes it all that easier for a DM or group to make decisions and houserules like: "take a second background, but with half the skill bonus" or something to flesh out characters more fully in the OoC realm. That said, I would not want to see a return of skill points, and I'd prefer [I]everything[/I] to be simple and fast. That sounds like a more fundamental problem with 4e's AEDU system than siloing. As a complaint about 4e, I'll buy that. Yes, 4e's classes were much more tightly-scripted than earlier editions, especially spellcasters. Doesn't have much to do with the idea of siloing, though. *I'm not sure what you mean by "self-debilitating". Characters are supposed to get [I]better[/I] and [I]more [/I]powerful as they level-up. Wanna trade some of this for more of that? Sure. Wanna just get worse? - no, and I don't think such a thing should be in D&D. [/QUOTE]
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