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General Tabletop Discussion
*TTRPGs General
Non-combat, non-magic feats: Why are there no good ones?
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<blockquote data-quote="drnuncheon" data-source="post: 345908" data-attributes="member: 96"><p>I'd hate to see too many class abilities become feats - it waters down the classes and makes it a whole lot less cool to be a Druid or a Bard or a Rogue. (That's the problem a lot of people have with the entire ELH being based on feats, too...)</p><p></p><p>Anyway, the reason that most of the feats are combat-oriented is simple: the combat rules are the most detailed set of rules in the game. (That's true of almost every RPG, though - the only one I know of where social interaction is given the same level of detail is Pelgrane's <strong><em>Dying Earth</em></strong> game.) Everything else is pretty much handled with a simple die roll, and there's only so many ways you can affect a simple die roll.</p><p></p><p>That said, the aforementioned <strong><em>Dying Earth</em></strong> may well have some inspiration. It allows characters to have certain 'styles' for their Persuade and Rebuff skills, which might be translatable into Feats and/or "social maneuvers". I haven't come up with anything I'm happy with yet, though.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 345908, member: 96"] I'd hate to see too many class abilities become feats - it waters down the classes and makes it a whole lot less cool to be a Druid or a Bard or a Rogue. (That's the problem a lot of people have with the entire ELH being based on feats, too...) Anyway, the reason that most of the feats are combat-oriented is simple: the combat rules are the most detailed set of rules in the game. (That's true of almost every RPG, though - the only one I know of where social interaction is given the same level of detail is Pelgrane's [b][i]Dying Earth[/i][/b] game.) Everything else is pretty much handled with a simple die roll, and there's only so many ways you can affect a simple die roll. That said, the aforementioned [b][i]Dying Earth[/i][/b] may well have some inspiration. It allows characters to have certain 'styles' for their Persuade and Rebuff skills, which might be translatable into Feats and/or "social maneuvers". I haven't come up with anything I'm happy with yet, though. J [/QUOTE]
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Non-combat, non-magic feats: Why are there no good ones?
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