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General Tabletop Discussion
*Pathfinder & Starfinder
Is a storm coming RE: skills and feats?
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<blockquote data-quote="ComradeGnull" data-source="post: 5995496" data-attributes="member: 6685694"><p>I'm pretty sure both methods- packages and a la carte- will eventually be allowed in the core rules.</p><p></p><p>Ways to control skill selection: Actually, it is always up to the DM to decide whether skills like Local Lore or Drapery Lore or whatever are actually useful. I would have no problem playing a dungeon crawl game where Lore skills got dropped entirely; at the same time, I could see an interaction/investigation heavy game where Lore skills are more important than a lot of your combat traits, and your party is severely gimped without having good Lore coverage. I wouldn't want to gimp either method of play, so mechanically I wouldn't change anything about Background vs. a la carte selection- I would just want to know as a player what kind of game I am in when I am creating my character.</p><p></p><p>Feats: Feat chains/dependencies (which have been with us since 3e) can easily prevent 'dipping' into getting good low-level feats and then grabbing something better at a higher level. Even if a la carte becomes the norm, the specialties could be quite good in terms of showing new players "here's how to build a character that specializes in x'- laying out, for example, all the dual wield feats or archer feats that you might want to pick up in order to build a character that is focused on those areas.</p><p></p><p>My big concern with Specialties right now is that there seem to be a few too many class feature-like abilities that have been turned into Feats/Specialties- things that maybe should be options for the core class, in edition to a specialty. Maybe that is just a reflection of the default lvl 1 power level being a little lower in 5e than it was in previous editions.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5995496, member: 6685694"] I'm pretty sure both methods- packages and a la carte- will eventually be allowed in the core rules. Ways to control skill selection: Actually, it is always up to the DM to decide whether skills like Local Lore or Drapery Lore or whatever are actually useful. I would have no problem playing a dungeon crawl game where Lore skills got dropped entirely; at the same time, I could see an interaction/investigation heavy game where Lore skills are more important than a lot of your combat traits, and your party is severely gimped without having good Lore coverage. I wouldn't want to gimp either method of play, so mechanically I wouldn't change anything about Background vs. a la carte selection- I would just want to know as a player what kind of game I am in when I am creating my character. Feats: Feat chains/dependencies (which have been with us since 3e) can easily prevent 'dipping' into getting good low-level feats and then grabbing something better at a higher level. Even if a la carte becomes the norm, the specialties could be quite good in terms of showing new players "here's how to build a character that specializes in x'- laying out, for example, all the dual wield feats or archer feats that you might want to pick up in order to build a character that is focused on those areas. My big concern with Specialties right now is that there seem to be a few too many class feature-like abilities that have been turned into Feats/Specialties- things that maybe should be options for the core class, in edition to a specialty. Maybe that is just a reflection of the default lvl 1 power level being a little lower in 5e than it was in previous editions. [/QUOTE]
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Is a storm coming RE: skills and feats?
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