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<blockquote data-quote="Li Shenron" data-source="post: 6109769" data-attributes="member: 1465"><p>Part of my point is, that the "regular standard rogue" must <em>not</em> have feats.</p><p></p><p>Feats <em>must </em> be optional and <em>can</em> be optional, if (a) they are not granted to classes or races as "bonus feats", and (b) there is no fundamental game option exclusively attached to them.</p><p></p><p>This include that Rogue Schemes must <em>not</em> grant feats. Only in the latest packet they grant 3 feats, in the previous packet <em>some</em> Schemes granted 1 feat (while others granted different benefits) and IMHO this should already not have been the case.</p><p></p><p>Under those conditions (a) and (b) you <em>can</em> either play with or without feats, and that doesn't change the balance between Basic and Standard characters, because at your gaming table <em>both</em> Basic or Standard characters (coexisting in the same campaign) will either use feats or not use feats, depending on the group choice. Players would still be able to choose a Basic PC rather than a Standard PC, but either both of them will have feats or neither of them. It's a <em>group choice</em> just the way as skills are a group choice. Trying to have both PCs with and without feats, or with and without skills, makes design more complicated than treating "Feats" and "Skills" as modules <em>for the group</em>. They can still skip all references to feats and skills in the Basic D&D product. A gaming group that owns both the Basic D&D and the Standard D&D games, can still mix-n-match Basic + Skills, Basic + Feats, Basic + Feats + Skills.</p><p></p><p>However, IMHO it would be quite important and useful to totally revise the list of feats, making sure that actual "pure" feats (i.e. stuff that only exists in the form of a feat) add <em>non-essential </em> character abilities, and then designing other <em>special</em> feats that can be used for "mild multiclassing" or acquiring features from another class such as a feat that grants one Maneuver of choice, a feat that grants one spell of choice, a feat that grants one Rogue's skill trick, a feat that grants an additional skill... Doing so (rather than turning Maneuvers and Skill Tricks into skills) would allow each gaming group a very easy control over niche protection or cross-breeding, depending on their taste, because it would be a simple matter of "should we allow or ban the <em>one feat</em> that allows everybody to gain Fighter's Maneuvers?"</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6109769, member: 1465"] Part of my point is, that the "regular standard rogue" must [I]not[/I] have feats. Feats [I]must [/I] be optional and [I]can[/I] be optional, if (a) they are not granted to classes or races as "bonus feats", and (b) there is no fundamental game option exclusively attached to them. This include that Rogue Schemes must [I]not[/I] grant feats. Only in the latest packet they grant 3 feats, in the previous packet [I]some[/I] Schemes granted 1 feat (while others granted different benefits) and IMHO this should already not have been the case. Under those conditions (a) and (b) you [I]can[/I] either play with or without feats, and that doesn't change the balance between Basic and Standard characters, because at your gaming table [I]both[/I] Basic or Standard characters (coexisting in the same campaign) will either use feats or not use feats, depending on the group choice. Players would still be able to choose a Basic PC rather than a Standard PC, but either both of them will have feats or neither of them. It's a [I]group choice[/I] just the way as skills are a group choice. Trying to have both PCs with and without feats, or with and without skills, makes design more complicated than treating "Feats" and "Skills" as modules [I]for the group[/I]. They can still skip all references to feats and skills in the Basic D&D product. A gaming group that owns both the Basic D&D and the Standard D&D games, can still mix-n-match Basic + Skills, Basic + Feats, Basic + Feats + Skills. However, IMHO it would be quite important and useful to totally revise the list of feats, making sure that actual "pure" feats (i.e. stuff that only exists in the form of a feat) add [I]non-essential [/I] character abilities, and then designing other [I]special[/I] feats that can be used for "mild multiclassing" or acquiring features from another class such as a feat that grants one Maneuver of choice, a feat that grants one spell of choice, a feat that grants one Rogue's skill trick, a feat that grants an additional skill... Doing so (rather than turning Maneuvers and Skill Tricks into skills) would allow each gaming group a very easy control over niche protection or cross-breeding, depending on their taste, because it would be a simple matter of "should we allow or ban the [I]one feat[/I] that allows everybody to gain Fighter's Maneuvers?" [/QUOTE]
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