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General Tabletop Discussion
*Dungeons & Dragons
How do you feel about games without Feats and Multiclassing?
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<blockquote data-quote="Lanefan" data-source="post: 8267110" data-attributes="member: 29398"><p>Voted "it's complicated".</p><p></p><p>Starting with 3e, I've seen feats in general as being little more than a thinly-disguised attempt to ramp up the power curve and turn ordinary characters (and, in some cases, their opponents) more into superheroes. They also often tend to break down niche protection. That said, there's in each edition been a few "feats" that really should have instead just been baked-in abilities for some classes; and, there's a very short list of abilities - maybe about six - that can apply to all classes and thus could take the role of chooseable feats at high level.</p><p></p><p>So, for feats my vote is for either none at all or a <strong>very</strong> short curated list equally available to all, with minimal impingement on any class-related abilities.</p><p></p><p>Multiclassing is something I've never liked much in any edition. I can't get rid of it as there's some common character concepts that simply can't be done without it, so my preference again is to only allow a very short curated list of options and either stop there or very harshly penalize any other choices. In part this is again to enforce niche protection and character interdependence; I'd rather see a group of characters each covering for the others' weaknesses than a bunch of one-man bands who each can do everything.</p><p></p><p>That said, within those options there's room for more flexibility. I prefer independent multiclassing rather than additive (i.e. the 2e model over the 3e/5e model), for example.</p><p></p><p>On a more general note, other than the very basics e.g. a Fighter should be able to fight well I've never been all that big on caring whether the game's mechanics reflect my character's specific traits; which is what feats seem to want to do. The mechanics give me the basics, and after that it's on me to roleplay the character into uniqueness.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8267110, member: 29398"] Voted "it's complicated". Starting with 3e, I've seen feats in general as being little more than a thinly-disguised attempt to ramp up the power curve and turn ordinary characters (and, in some cases, their opponents) more into superheroes. They also often tend to break down niche protection. That said, there's in each edition been a few "feats" that really should have instead just been baked-in abilities for some classes; and, there's a very short list of abilities - maybe about six - that can apply to all classes and thus could take the role of chooseable feats at high level. So, for feats my vote is for either none at all or a [B]very[/B] short curated list equally available to all, with minimal impingement on any class-related abilities. Multiclassing is something I've never liked much in any edition. I can't get rid of it as there's some common character concepts that simply can't be done without it, so my preference again is to only allow a very short curated list of options and either stop there or very harshly penalize any other choices. In part this is again to enforce niche protection and character interdependence; I'd rather see a group of characters each covering for the others' weaknesses than a bunch of one-man bands who each can do everything. That said, within those options there's room for more flexibility. I prefer independent multiclassing rather than additive (i.e. the 2e model over the 3e/5e model), for example. On a more general note, other than the very basics e.g. a Fighter should be able to fight well I've never been all that big on caring whether the game's mechanics reflect my character's specific traits; which is what feats seem to want to do. The mechanics give me the basics, and after that it's on me to roleplay the character into uniqueness. [/QUOTE]
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How do you feel about games without Feats and Multiclassing?
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