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General Tabletop Discussion
*Dungeons & Dragons
Martials should just get free feats
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<blockquote data-quote="EzekielRaiden" data-source="post: 8971639" data-attributes="member: 6790260"><p>Then ditch the analogy and keep the argument.</p><p></p><p>You may choose any one of thirteen classes as your first level. These classes are not, <em>in any way</em>, presented as being more or less powerful than one another. Indeed, much the opposite--every class's entry sells its position, both weaknesses and strengths. The designers' words, outside the text of the books themselves, have indicated that they care about these options being commensurate with one another.</p><p></p><p><em>Why am I paying the same amount of game resources to get less?</em></p><p></p><p></p><p>In reply to both this and some other things (about more fundamental reworks), there is one simple answer.</p><p></p><p>This is a fix anyone can implement, with little to no <em>design</em> work required, that addresses the gap in a clear and active way. What "design" work is required is only in the form of (potentially) limiting the list of valid feats, should some feat or other prove too powerful (as "too weak" is not likely to be much of a concern.) It may not fix the whole issue; it may have some rough edges; it may be a bit of a blunt instrument. What is more relevant is whether it makes <em>enough</em> of a difference to matter, and whether it is sufficiently easy to implement as a patch over the existing rules, rather than tearing out those rules and rearranging their guts.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8971639, member: 6790260"] Then ditch the analogy and keep the argument. You may choose any one of thirteen classes as your first level. These classes are not, [I]in any way[/I], presented as being more or less powerful than one another. Indeed, much the opposite--every class's entry sells its position, both weaknesses and strengths. The designers' words, outside the text of the books themselves, have indicated that they care about these options being commensurate with one another. [I]Why am I paying the same amount of game resources to get less?[/I] In reply to both this and some other things (about more fundamental reworks), there is one simple answer. This is a fix anyone can implement, with little to no [I]design[/I] work required, that addresses the gap in a clear and active way. What "design" work is required is only in the form of (potentially) limiting the list of valid feats, should some feat or other prove too powerful (as "too weak" is not likely to be much of a concern.) It may not fix the whole issue; it may have some rough edges; it may be a bit of a blunt instrument. What is more relevant is whether it makes [I]enough[/I] of a difference to matter, and whether it is sufficiently easy to implement as a patch over the existing rules, rather than tearing out those rules and rearranging their guts. [/QUOTE]
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Martials should just get free feats
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