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General Tabletop Discussion
*Dungeons & Dragons
Removing feats as a universal class mechanic
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<blockquote data-quote="Gorgoroth" data-source="post: 6115701" data-attributes="member: 6674889"><p>Feats definitely need to stay, AD&D feels archaic and quaint without them. And their proficiency system wasn't so good either. (though certainly better than the last iteration). I think the designers know that feat bloat was a huge problem, they've acknowledged as much and certainly the proof is in the pudding, there are only a handful of feats, and only Weapon Mastery seems like repeating those mistakes to me (at first glance). It's super OP and makes you want to pick it rather than something useful, just for moar damage! </p><p></p><p>As long as they keep certain guidelines in place, feats can be a very good thing. A lot of these can be termed "feat taxes" but for different reasons:</p><p>-No "must have" feats, whether it's combat or otherwise because they're so good / so much better than everything else.</p><p>-No "must have" feats for a given class, because the class design is poorly made and stand stand up on its own.</p><p>-No "class only" feats, pref feats with no explicit class prereqs</p><p>-No "must have" feats that are prereqs in a chain, but that you might never use or want to use E.g. the current dual wielding chain does not make sense if you intend to keep using shortswords, or a double weapon, up through the levels</p><p></p><p>-No endless list of cruddy feats. </p><p>-If a feat is broken relative to a game rule, or a game rule is broken, errata the feat or the rule or both, don't just pump out another feat to fix the first one or the core game. 4e Failed at this <u>so many times</u>, it was incredibly frustrating and lazy. Everyone complained all the time about feat-based fixes.</p><p></p><p>-Keep feats very limited in scope, and possibly only allowable as a specialty chain that the DM approves. </p><p>-Recommend DM approval of every feats chosen by the character, not just say, players can play whatever they want regardless of whether they are exploiting an OP combo that wasn't predicted by the rules. Generally a feat should be nerfed by the game designers, after massive community consensus is reached, but not often at all and certainly not arbitrarily. Wotc fixed and broke so many things repeatedly, and disrupted many PCs and campaigns unnecesserily, even those of us who weren't playing broken OP builds. Playtest each feat in the community thouroughly, run some stats on its effects, + get some of the char op veterans to critique stuff privately if you have to.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6115701, member: 6674889"] Feats definitely need to stay, AD&D feels archaic and quaint without them. And their proficiency system wasn't so good either. (though certainly better than the last iteration). I think the designers know that feat bloat was a huge problem, they've acknowledged as much and certainly the proof is in the pudding, there are only a handful of feats, and only Weapon Mastery seems like repeating those mistakes to me (at first glance). It's super OP and makes you want to pick it rather than something useful, just for moar damage! As long as they keep certain guidelines in place, feats can be a very good thing. A lot of these can be termed "feat taxes" but for different reasons: -No "must have" feats, whether it's combat or otherwise because they're so good / so much better than everything else. -No "must have" feats for a given class, because the class design is poorly made and stand stand up on its own. -No "class only" feats, pref feats with no explicit class prereqs -No "must have" feats that are prereqs in a chain, but that you might never use or want to use E.g. the current dual wielding chain does not make sense if you intend to keep using shortswords, or a double weapon, up through the levels -No endless list of cruddy feats. -If a feat is broken relative to a game rule, or a game rule is broken, errata the feat or the rule or both, don't just pump out another feat to fix the first one or the core game. 4e Failed at this [U]so many times[/U], it was incredibly frustrating and lazy. Everyone complained all the time about feat-based fixes. -Keep feats very limited in scope, and possibly only allowable as a specialty chain that the DM approves. -Recommend DM approval of every feats chosen by the character, not just say, players can play whatever they want regardless of whether they are exploiting an OP combo that wasn't predicted by the rules. Generally a feat should be nerfed by the game designers, after massive community consensus is reached, but not often at all and certainly not arbitrarily. Wotc fixed and broke so many things repeatedly, and disrupted many PCs and campaigns unnecesserily, even those of us who weren't playing broken OP builds. Playtest each feat in the community thouroughly, run some stats on its effects, + get some of the char op veterans to critique stuff privately if you have to. [/QUOTE]
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Removing feats as a universal class mechanic
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