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How do you feel about the only-general-feats direction of D&D?
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<blockquote data-quote="eamon" data-source="post: 5570316" data-attributes="member: 51942"><p>If two feats have the same mechanics, there's one feat too many. If a feat is auto-pick, there's one feat too many. If a feat will never be picked, there's a feat too many. If a feat is specific to a class, it should probably not exist, or preferably be specific to a power source, or be an optional class feature - one that doesn't necessarily need to kick in at level 1.</p><p></p><p>So even in essentials, they've messed up. Iron Will, Great Fortitude, Lightning Reflexes? That's too feats too many. Weapon Focus and Implement Focus? That's one feat too many. All the expertises; master at arms? Noise; pure noise. Disciples of? Some are too weak; and there are too many in any case.</p><p></p><p>See, none of this would be a huge issue on it's own, but heck, WotC <em>needs</em> to make new stuff - that's their business model. So <em>even if</em> it looks like an extra option now is OK, it's really not, because in a year, it <em>won't</em> be.</p><p></p><p>Also, feats like linguist and Skill Focus need to be silo'd. They shouldn't be sharing the same design space as weapon focus. In principle it's kind of neat that you be able choose between them; but in practice it just leads to discussions of powergaming, or the appropriate balance thereof, and furthermore clutters the feat list yet again.</p><p></p><p>I think it'd be even easier to fix powers like this, btw: Powers fail as character customization because they're too bland (too similar) and not recognizable enough - which is the case because nobody (sane) knows the other classes powers. Take the decent powers of each class, silo them by power source, and let anyone pick any power. Or even, silo by power source, and let classes take any power from any two specific silos. Whatever you do, trim them down to just a few percent of the powers there are now.</p><p></p><p>I've also got to say that the swap-powers as levelling mechanic doesn't work for me either. If you need power-levelling in a power, stick it in the power (like in at-wills), for an even greater reduction in number of powers. I find it thoroughly anticlimactic to level up, find out that all new daily or encounter powers of this level are "meh" or straightforward upgrades of previous powers - if there's no choice to be made, please don't get my hopes up. If a power is indeed attractive, and not a mere upgrade, you tend to be forced into choosing from an extremely narrow list. OK, so you started off being decent at pulling and dropping prone; and ten levels later, you're imposing attack penalties and pushing. Not because this make <em>any</em> sense for the character, but well, new levels, and new non-choices mean that get forced this way and that as levels rise by the vagaries of the availability of powers (which is crazy; there are 8126 powers, yet when you level up you generally have no choice or just a choice between two or three powers, after accounting for the build and weapon choice and whatnot). </p><p></p><p>At will's work. I'm quite happy with those. And I'm happy with the recharge mechanics on dailies and encounters. I'm just not happy with the powers.</p></blockquote><p></p>
[QUOTE="eamon, post: 5570316, member: 51942"] If two feats have the same mechanics, there's one feat too many. If a feat is auto-pick, there's one feat too many. If a feat will never be picked, there's a feat too many. If a feat is specific to a class, it should probably not exist, or preferably be specific to a power source, or be an optional class feature - one that doesn't necessarily need to kick in at level 1. So even in essentials, they've messed up. Iron Will, Great Fortitude, Lightning Reflexes? That's too feats too many. Weapon Focus and Implement Focus? That's one feat too many. All the expertises; master at arms? Noise; pure noise. Disciples of? Some are too weak; and there are too many in any case. See, none of this would be a huge issue on it's own, but heck, WotC [I]needs[/I] to make new stuff - that's their business model. So [I]even if[/I] it looks like an extra option now is OK, it's really not, because in a year, it [I]won't[/I] be. Also, feats like linguist and Skill Focus need to be silo'd. They shouldn't be sharing the same design space as weapon focus. In principle it's kind of neat that you be able choose between them; but in practice it just leads to discussions of powergaming, or the appropriate balance thereof, and furthermore clutters the feat list yet again. I think it'd be even easier to fix powers like this, btw: Powers fail as character customization because they're too bland (too similar) and not recognizable enough - which is the case because nobody (sane) knows the other classes powers. Take the decent powers of each class, silo them by power source, and let anyone pick any power. Or even, silo by power source, and let classes take any power from any two specific silos. Whatever you do, trim them down to just a few percent of the powers there are now. I've also got to say that the swap-powers as levelling mechanic doesn't work for me either. If you need power-levelling in a power, stick it in the power (like in at-wills), for an even greater reduction in number of powers. I find it thoroughly anticlimactic to level up, find out that all new daily or encounter powers of this level are "meh" or straightforward upgrades of previous powers - if there's no choice to be made, please don't get my hopes up. If a power is indeed attractive, and not a mere upgrade, you tend to be forced into choosing from an extremely narrow list. OK, so you started off being decent at pulling and dropping prone; and ten levels later, you're imposing attack penalties and pushing. Not because this make [I]any[/I] sense for the character, but well, new levels, and new non-choices mean that get forced this way and that as levels rise by the vagaries of the availability of powers (which is crazy; there are 8126 powers, yet when you level up you generally have no choice or just a choice between two or three powers, after accounting for the build and weapon choice and whatnot). At will's work. I'm quite happy with those. And I'm happy with the recharge mechanics on dailies and encounters. I'm just not happy with the powers. [/QUOTE]
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How do you feel about the only-general-feats direction of D&D?
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