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<blockquote data-quote="Jeff Carlsen" data-source="post: 6105281" data-attributes="member: 61749"><p>My problem with feats as presented is that they are at odds with the very concept of a class based system. The advantage of classes is that they channel the decision making process. Race and class provide a broad character concept. Subclasses provide a narrower decision. Then you get more granular with spells, maneuvers, and gear.</p><p></p><p>Feats are exactly the opposite of this. They're just a large list of abilities, which is more befitting a skill based system with is all about granular choice at all levels.</p><p></p><p>That why, in a class based system, the concept of themes or specialties was so good. It was another broad choice that allowed for a wide variety of characters without resorting to granularity. In the first couple packets, they were basically mini-classes. I really liked this approach.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6105281, member: 61749"] My problem with feats as presented is that they are at odds with the very concept of a class based system. The advantage of classes is that they channel the decision making process. Race and class provide a broad character concept. Subclasses provide a narrower decision. Then you get more granular with spells, maneuvers, and gear. Feats are exactly the opposite of this. They're just a large list of abilities, which is more befitting a skill based system with is all about granular choice at all levels. That why, in a class based system, the concept of themes or specialties was so good. It was another broad choice that allowed for a wide variety of characters without resorting to granularity. In the first couple packets, they were basically mini-classes. I really liked this approach. [/QUOTE]
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