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L&L 3/11/2013 This Week in D&D
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<blockquote data-quote="Raith5" data-source="post: 6101227" data-attributes="member: 56051"><p>I liked both Elder scrolls games, both enabled the creation of interesting characters (for a computer game). But there are two issues: enabling interesting choices and enabling game meaningful choices. The later refers to choices that by some calculation increase the power of the character. If you choose a feat or power that doesnt increase the power of your PC then it is not really meaningful within the game even though it is interesting to you the player. I think in the game Skyrim they did a really good job of making perks (basically feats) in the game which you got each level, really game meaningful because even though everything scaled, perks in certain strengths of the character increased in power faster than that. So you felt that you were doing your archetype was being expressed really well!</p><p></p><p>But in reference to D&D feats have to be powerful/useful and interesting. They really need to express the archetype you are trying to create and have some fiction which relates the power you have achieved to what the character does in practice. I have a (4th ed) Ranger/Cleric of the Raven Queen who is essentially a badass demon and undead hunter. He obtained the feat Pervasive Light in light which meant that any opponent he hit who is vulnerable to radiant takes that damage: really appropriate for undead and some demons. Powerful in the right context but really appropriate for the archetype. Not all feats in 4th or 3rd ed had a fiction which related to archetype enabling powers - a lot of the feats regarded as feat taxes spring to mind.</p></blockquote><p></p>
[QUOTE="Raith5, post: 6101227, member: 56051"] I liked both Elder scrolls games, both enabled the creation of interesting characters (for a computer game). But there are two issues: enabling interesting choices and enabling game meaningful choices. The later refers to choices that by some calculation increase the power of the character. If you choose a feat or power that doesnt increase the power of your PC then it is not really meaningful within the game even though it is interesting to you the player. I think in the game Skyrim they did a really good job of making perks (basically feats) in the game which you got each level, really game meaningful because even though everything scaled, perks in certain strengths of the character increased in power faster than that. So you felt that you were doing your archetype was being expressed really well! But in reference to D&D feats have to be powerful/useful and interesting. They really need to express the archetype you are trying to create and have some fiction which relates the power you have achieved to what the character does in practice. I have a (4th ed) Ranger/Cleric of the Raven Queen who is essentially a badass demon and undead hunter. He obtained the feat Pervasive Light in light which meant that any opponent he hit who is vulnerable to radiant takes that damage: really appropriate for undead and some demons. Powerful in the right context but really appropriate for the archetype. Not all feats in 4th or 3rd ed had a fiction which related to archetype enabling powers - a lot of the feats regarded as feat taxes spring to mind. [/QUOTE]
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