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<blockquote data-quote="1of3" data-source="post: 5992256" data-attributes="member: 48555"><p>You are correct. But I don't think that these Specialties can serve the purpose. Specalties as presented expand the story of the character. I'm an archer. I'm a medic.</p><p></p><p>This is great. Because now a player who is not much interested in rules can look for the story imparted by the specialty. I want to be an evil looking mage. Hey, there is part saying "Necromancer" right on the top.</p><p></p><p>Now, the problem is, when you ask a player, how he imagines the character, the player will not answer: "I want my character to survive." That's a given for any character. So the way the feats are presented as of now does exactly the opposite of what you think they do.</p><p></p><p>It's not the players indifferent to the rules that will take them, but players who on the other hand understand the rules very well and know what an extra HD is worth. Or maybe not. I haven't figured the healing balance out by now. But I'm talking about the presentation here and how players will approach the rules.</p><p></p><p></p><p>You could go the otherway round and not make these bonuses selectable feats. For example taking two feats of Necromancer will also give a character one of Undead Lore or Magic Lore. Taking two feats of Archer will give the character one of Spot or Survival, and so on.</p><p></p><p>But if you want to engage the players who are not interested in the rules per se, you have to make sure that rules follow the story, not the other way round.</p><p></p><p></p><p>You're other comment is correct of course. If you want to take extra skills, a feat granting extra skills is pretty nifty.</p><p></p><p></p><p>Edit: You could also be true about your intentions. If you want to have some simple feats in your game, for any one to take, just call them Bumps or whatever, put them right at the beginning of your feats chapter and explain clearly that these are for any one take, and that the feats included in Specialties will usually be more complex.</p><p></p><p>Such a list of Bumps could also take some other classics like Weapon and Armor Proficiency, Improved Initiative and Bonuses to Saving Throws.</p></blockquote><p></p>
[QUOTE="1of3, post: 5992256, member: 48555"] You are correct. But I don't think that these Specialties can serve the purpose. Specalties as presented expand the story of the character. I'm an archer. I'm a medic. This is great. Because now a player who is not much interested in rules can look for the story imparted by the specialty. I want to be an evil looking mage. Hey, there is part saying "Necromancer" right on the top. Now, the problem is, when you ask a player, how he imagines the character, the player will not answer: "I want my character to survive." That's a given for any character. So the way the feats are presented as of now does exactly the opposite of what you think they do. It's not the players indifferent to the rules that will take them, but players who on the other hand understand the rules very well and know what an extra HD is worth. Or maybe not. I haven't figured the healing balance out by now. But I'm talking about the presentation here and how players will approach the rules. You could go the otherway round and not make these bonuses selectable feats. For example taking two feats of Necromancer will also give a character one of Undead Lore or Magic Lore. Taking two feats of Archer will give the character one of Spot or Survival, and so on. But if you want to engage the players who are not interested in the rules per se, you have to make sure that rules follow the story, not the other way round. You're other comment is correct of course. If you want to take extra skills, a feat granting extra skills is pretty nifty. Edit: You could also be true about your intentions. If you want to have some simple feats in your game, for any one to take, just call them Bumps or whatever, put them right at the beginning of your feats chapter and explain clearly that these are for any one take, and that the feats included in Specialties will usually be more complex. Such a list of Bumps could also take some other classics like Weapon and Armor Proficiency, Improved Initiative and Bonuses to Saving Throws. [/QUOTE]
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