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New Unearthed Arcana Today: Giant Themed Class Options and Feats
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<blockquote data-quote="Hawk Diesel" data-source="post: 8647405" data-attributes="member: 59848"><p>In 3e/3.5, feat chains lead to 2 issues as I remember them. First, the large number of feat chains lead to "trap" choices. Basically, unless you were very adept at character creation and planning your next choices ahead of time, you ended up with a sub-optimal build. And in 3e/3.5, the difference in performance between an optimal and sub-optimal build could be significant. 5e does a good job of reducing the gap in effectiveness between optimal and sub-optimal builds, and I think that's in part due to feats being optional, and when feats are in play having them each be of relatively equal power to one another. This also had the negative effect of increasing the learning curve for new players, increasing complexity of the game, and thus making it more difficult for new players to jump in and enjoy the game.</p><p></p><p>The other thing was that in 3e/3.5, the feat pre-requisites weren't always very useful. I suppose if it was just level-gated it may not be <em>as </em>bad. But in previous editions, you'd need other feats in order to qualify for the more advanced feats, and they weren't always that great.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 8647405, member: 59848"] In 3e/3.5, feat chains lead to 2 issues as I remember them. First, the large number of feat chains lead to "trap" choices. Basically, unless you were very adept at character creation and planning your next choices ahead of time, you ended up with a sub-optimal build. And in 3e/3.5, the difference in performance between an optimal and sub-optimal build could be significant. 5e does a good job of reducing the gap in effectiveness between optimal and sub-optimal builds, and I think that's in part due to feats being optional, and when feats are in play having them each be of relatively equal power to one another. This also had the negative effect of increasing the learning curve for new players, increasing complexity of the game, and thus making it more difficult for new players to jump in and enjoy the game. The other thing was that in 3e/3.5, the feat pre-requisites weren't always very useful. I suppose if it was just level-gated it may not be [I]as [/I]bad. But in previous editions, you'd need other feats in order to qualify for the more advanced feats, and they weren't always that great. [/QUOTE]
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