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General Tabletop Discussion
*Dungeons & Dragons
Marionnen's Musings: Featless?
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<blockquote data-quote="N'raac" data-source="post: 6057922" data-attributes="member: 6681948"><p>If we remove the Wizard's 2 free spells when he levels up, why not retain feats, but require you find an appropriate trainer, or otherwise obtain these new abilities, through quests and adventure. Let's do the same for all character abilities. Clerics want access to a second level spell or two? Go on a quest and earn it. Fighter wants to learn to wield a Bastard Sword with one hand? Duel a master to persuade him to train you.</p><p></p><p>I think one of the big changes in 3.0 was providing more ability to customize characters, including specific rules for how many spells the Wizard would receive even if the GM decided to never allow him to find any while adventuring. That customization was, to me, a response to complaints that "every character of this class is identical". Removal of feats reduces that customization, but will certainly simplify character creation and progression.</p><p></p><p>An alternative to "run a simpler, more streamlined game" would be to pre-design feat progressions for all classes, much like pre-designing chains for those classes which get bonus feats. The choices could be hardwired (eg. "At Level 6, all Fighters gain +2 to Will saves"), provide a bit of choice (eg. "At Level 6, all Fighters gain +2 to one save of their choice") or provide full choice (as present - pick any feat for which you meet the prerequisites).</p><p></p><p>As for removing the monsters' feats as well, does that mean Constrictors lose Improved Grab? Just the thought of revising all their stats to pull out feats like the save enhancers is daunting - removal of Improved Grab, Multiattack, Fly By Attack, etc. etc. sounds like I just agreed to completely rewrite all the monster books to save my players the agony of some character customization.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6057922, member: 6681948"] If we remove the Wizard's 2 free spells when he levels up, why not retain feats, but require you find an appropriate trainer, or otherwise obtain these new abilities, through quests and adventure. Let's do the same for all character abilities. Clerics want access to a second level spell or two? Go on a quest and earn it. Fighter wants to learn to wield a Bastard Sword with one hand? Duel a master to persuade him to train you. I think one of the big changes in 3.0 was providing more ability to customize characters, including specific rules for how many spells the Wizard would receive even if the GM decided to never allow him to find any while adventuring. That customization was, to me, a response to complaints that "every character of this class is identical". Removal of feats reduces that customization, but will certainly simplify character creation and progression. An alternative to "run a simpler, more streamlined game" would be to pre-design feat progressions for all classes, much like pre-designing chains for those classes which get bonus feats. The choices could be hardwired (eg. "At Level 6, all Fighters gain +2 to Will saves"), provide a bit of choice (eg. "At Level 6, all Fighters gain +2 to one save of their choice") or provide full choice (as present - pick any feat for which you meet the prerequisites). As for removing the monsters' feats as well, does that mean Constrictors lose Improved Grab? Just the thought of revising all their stats to pull out feats like the save enhancers is daunting - removal of Improved Grab, Multiattack, Fly By Attack, etc. etc. sounds like I just agreed to completely rewrite all the monster books to save my players the agony of some character customization. [/QUOTE]
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