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New Design & Development: Feats
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<blockquote data-quote="Najo" data-source="post: 3906610" data-attributes="member: 9959"><p>The abilities of the characters need to becareful how they are named. They need to easily convey their function to a new player, and they need to play the way the name sounds. Toughness is a good, easy to get name. Combat Expertise is good. Power attack is good (as a name). Whirlwind Attack, still good. First Reaction ...bad. Golden Wyvern adept is bad too. Another example is the epic spell 'I see you' I think it was called. Plain silly. </p><p></p><p>Magic items, monsters and other objects and creatures that exist in the game can be removed or changed if there is something the DM doesn't feel fits in their game. </p><p></p><p>Player class features (skills, feats, talents, abilities, etc) do not have this luxury, they are the language of the game for the players. Coating these features of the game with overly colorful, setting implying, mood-based names is a bad move over all.</p></blockquote><p></p>
[QUOTE="Najo, post: 3906610, member: 9959"] The abilities of the characters need to becareful how they are named. They need to easily convey their function to a new player, and they need to play the way the name sounds. Toughness is a good, easy to get name. Combat Expertise is good. Power attack is good (as a name). Whirlwind Attack, still good. First Reaction ...bad. Golden Wyvern adept is bad too. Another example is the epic spell 'I see you' I think it was called. Plain silly. Magic items, monsters and other objects and creatures that exist in the game can be removed or changed if there is something the DM doesn't feel fits in their game. Player class features (skills, feats, talents, abilities, etc) do not have this luxury, they are the language of the game for the players. Coating these features of the game with overly colorful, setting implying, mood-based names is a bad move over all. [/QUOTE]
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