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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: 6024114" data-attributes="member: 6688937"><p>That's cool. I was suggesting it because those other games have more relative focus on the types of things those characters do. I personally don't find FATE as Dramatist/Narrativist as some others do, but...that may be because I've played some pretty deep-end Narrativist games.</p><p></p><p></p><p></p><p>No, something about your wording in that back-n-forth threw me.</p><p></p><p></p><p></p><p>That seems....very odd to me. Although, (not that I'm trying to keep tossing alternative games out for you try) I did run a first edition Mutants and Masterminds game once, and that would be right along these lines. (I dunno about the later editions, but the 1e M&M kept pretty close to D20 stuff.)</p><p></p><p></p><p></p><p>Sure, and I say this as someone who did plenty of it during the 2e era. At some point, though, you're just kind of using D&D as a nomenclature for some pretty free-form RP. Which is fine, but really doesn't require much in the way of rules.</p><p></p><p>I think I'd rather know more about the relative constructions of the non-combat advancement options before I declared certainty about having them on the same schedule as the combat feats. If it makes sense, great, if not, then I don't think you really gain a whole awful lot from getting them together. I'd rather see good, solid non-combat advancements, and if that means a separate schedule (default, anyway) so be it.</p><p></p><p></p><p></p><p>Sure. No problem there. (Although how they plan to fit all that stuff in a reasonably-sized set of books...well that's their problem, I guess.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6024114, member: 6688937"] That's cool. I was suggesting it because those other games have more relative focus on the types of things those characters do. I personally don't find FATE as Dramatist/Narrativist as some others do, but...that may be because I've played some pretty deep-end Narrativist games. No, something about your wording in that back-n-forth threw me. That seems....very odd to me. Although, (not that I'm trying to keep tossing alternative games out for you try) I did run a first edition Mutants and Masterminds game once, and that would be right along these lines. (I dunno about the later editions, but the 1e M&M kept pretty close to D20 stuff.) Sure, and I say this as someone who did plenty of it during the 2e era. At some point, though, you're just kind of using D&D as a nomenclature for some pretty free-form RP. Which is fine, but really doesn't require much in the way of rules. I think I'd rather know more about the relative constructions of the non-combat advancement options before I declared certainty about having them on the same schedule as the combat feats. If it makes sense, great, if not, then I don't think you really gain a whole awful lot from getting them together. I'd rather see good, solid non-combat advancements, and if that means a separate schedule (default, anyway) so be it. Sure. No problem there. (Although how they plan to fit all that stuff in a reasonably-sized set of books...well that's their problem, I guess.) [/QUOTE]
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