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General Tabletop Discussion
*Dungeons & Dragons
Removing feats as a universal class mechanic
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<blockquote data-quote="Iosue" data-source="post: 6115478" data-attributes="member: 6680772"><p>DEFCON1, your system pretty much describes my ideal 4e: one without feats. I daresay you could get a lot of 4e folks on board with something like this, at least the ones concerned about intra-party balance (setting aside player-narrative issues). You could probably get some TSRe folks as well, with the strong class silos localizing and quickening chargen. But I suspect you'd lose some of the 3e folks who like the extreme customizability and "mundane" powers clearly accessible to anyone. I dunno, maybe they could be brought on board with multiclassing.</p><p></p><p>I think one thing that might be cool is a base, core system like this; classes siloed, roughly balanced, with option telescoping that allows you to play a "basic" character with most options pre-selected, or alternatively have a degree of customization, along the lines of 4e's powers and builds, for those who want it. Then, as an advanced module, you'd blow the classes up. No classes. All "feats" (in the 3e/4e sense of the term), and you pick and choose what you want for your character. Everything is selectable by everyone. Want an armored fighter who can cast spells? Go for it. Want a holy man with thief skills? It's yours.</p><p></p><p>Otherwise, it's just half-assed. Both a class system and a free chargen system have their advantages and disadvantages. But in the 3e/4e model, you get the worst of both worlds.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6115478, member: 6680772"] DEFCON1, your system pretty much describes my ideal 4e: one without feats. I daresay you could get a lot of 4e folks on board with something like this, at least the ones concerned about intra-party balance (setting aside player-narrative issues). You could probably get some TSRe folks as well, with the strong class silos localizing and quickening chargen. But I suspect you'd lose some of the 3e folks who like the extreme customizability and "mundane" powers clearly accessible to anyone. I dunno, maybe they could be brought on board with multiclassing. I think one thing that might be cool is a base, core system like this; classes siloed, roughly balanced, with option telescoping that allows you to play a "basic" character with most options pre-selected, or alternatively have a degree of customization, along the lines of 4e's powers and builds, for those who want it. Then, as an advanced module, you'd blow the classes up. No classes. All "feats" (in the 3e/4e sense of the term), and you pick and choose what you want for your character. Everything is selectable by everyone. Want an armored fighter who can cast spells? Go for it. Want a holy man with thief skills? It's yours. Otherwise, it's just half-assed. Both a class system and a free chargen system have their advantages and disadvantages. But in the 3e/4e model, you get the worst of both worlds. [/QUOTE]
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Removing feats as a universal class mechanic
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