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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore: A Bit More on Feats
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<blockquote data-quote="mlund" data-source="post: 6157891" data-attributes="member: 50304"><p>This works for me. I like the grouping because, oddly, it permits more customization.</p><p></p><p>No, I don't mean customization for the players. I mean customization for the Desingers and Dungeon Masters. </p><p></p><p>Here's the problem with a purely ala carte feats system like 3rd and 4th edition had: the only way they managed to integrate single abilities with above-the-curve strength for a one-off ability came from prerequisites. Sometimes it was an off-type ability score requirement, but more often it was a Feat Chain, making a character muddle through a pile of gimpy levels before a pay-off. Other times it just required massive over-commitment to a fixed path with no deviation. Once a feat was published with a prerequisite that was that. Later feats couldn't help you get to Spring Attack or Great Cleave without text that looked like Erratum or a hack.</p><p></p><p>Now the multiple abilities that compose a feat don't have to be balanced individually against one anothe; instead the packages as a whole just need to come out in the wash. You don't have to carry weak prerequisites through level after level. You get the co-requisite abilities all at once. Additionally, any Core Rules, Module, Adventure or DM home brew design can come with a new feat that uses one or more abilities found in other feats in a new combination. The Design Space is open without having to hedge against min-maxing on the level of individual powers / abilities.</p><p></p><p>This also finally puts the pieces together with regards to the idea of prestige classes being offered through Feats. These kind of packages feel like they could carry a small prestige class (5 level ones in 3.X) while you could chain two such feats to forge a large one with something like "Adept" and "Master" status in the discipline or order in question (like 10 level prestige classes in 3.X).</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6157891, member: 50304"] This works for me. I like the grouping because, oddly, it permits more customization. No, I don't mean customization for the players. I mean customization for the Desingers and Dungeon Masters. Here's the problem with a purely ala carte feats system like 3rd and 4th edition had: the only way they managed to integrate single abilities with above-the-curve strength for a one-off ability came from prerequisites. Sometimes it was an off-type ability score requirement, but more often it was a Feat Chain, making a character muddle through a pile of gimpy levels before a pay-off. Other times it just required massive over-commitment to a fixed path with no deviation. Once a feat was published with a prerequisite that was that. Later feats couldn't help you get to Spring Attack or Great Cleave without text that looked like Erratum or a hack. Now the multiple abilities that compose a feat don't have to be balanced individually against one anothe; instead the packages as a whole just need to come out in the wash. You don't have to carry weak prerequisites through level after level. You get the co-requisite abilities all at once. Additionally, any Core Rules, Module, Adventure or DM home brew design can come with a new feat that uses one or more abilities found in other feats in a new combination. The Design Space is open without having to hedge against min-maxing on the level of individual powers / abilities. This also finally puts the pieces together with regards to the idea of prestige classes being offered through Feats. These kind of packages feel like they could carry a small prestige class (5 level ones in 3.X) while you could chain two such feats to forge a large one with something like "Adept" and "Master" status in the discipline or order in question (like 10 level prestige classes in 3.X). - Marty Lund [/QUOTE]
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