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General Tabletop Discussion
*Dungeons & Dragons
Removing feats as a universal class mechanic
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<blockquote data-quote="DEFCON 1" data-source="post: 6115838" data-attributes="member: 7006"><p>Oh no, I'm not suggesting getting rid of Backgrounds at all. They're an important part of the Standard game. It's only the Basic game where they won't get used.</p><p></p><p></p><p></p><p>I would suggest that if you are a Fighter that wants to be good an opening locks... being a Fighter/Rogue multiclass isn't "weakening" your preferred archtype, but is in fact emblematic of your preferred archetype.</p><p></p><p>The moment you start opening ALL "non-spell" abilities to every single class... you weaken the base classes. We've had this argument before-- what makes a rogue a rogue? Doesn't being a Rogue have to give you something that is unlike what any other class can do? And the same thing goes for Fighter.</p><p></p><p></p><p></p><p>Which is why I have no problems with the Paladin gaining access to the Maneuvers silo, because in this example, you're right. After all... they current have access to the Spells silo in the most recent packet, and I know many people would like to see a non-magical version of the Paladin exist. And being able to exchange Spells for Maneuvers would probably make many people happy.</p><p></p><p>But that doesn't really work if every class is getting a Speciality and a bunch of feats <em>already</em>. What can Paladins right now get besides Spells to create a non-casting version? The four or five "extra damage" and "damage mitigation" abilities the current Fighter has that they spend their Expertise Dice on? I think we're hearing from many people that those abilities are very underwhelming.</p><p></p><p>And the reason those abilities are underwhelming is because the really cool stuff are coming via the Feats.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6115838, member: 7006"] Oh no, I'm not suggesting getting rid of Backgrounds at all. They're an important part of the Standard game. It's only the Basic game where they won't get used. I would suggest that if you are a Fighter that wants to be good an opening locks... being a Fighter/Rogue multiclass isn't "weakening" your preferred archtype, but is in fact emblematic of your preferred archetype. The moment you start opening ALL "non-spell" abilities to every single class... you weaken the base classes. We've had this argument before-- what makes a rogue a rogue? Doesn't being a Rogue have to give you something that is unlike what any other class can do? And the same thing goes for Fighter. Which is why I have no problems with the Paladin gaining access to the Maneuvers silo, because in this example, you're right. After all... they current have access to the Spells silo in the most recent packet, and I know many people would like to see a non-magical version of the Paladin exist. And being able to exchange Spells for Maneuvers would probably make many people happy. But that doesn't really work if every class is getting a Speciality and a bunch of feats [I]already[/I]. What can Paladins right now get besides Spells to create a non-casting version? The four or five "extra damage" and "damage mitigation" abilities the current Fighter has that they spend their Expertise Dice on? I think we're hearing from many people that those abilities are very underwhelming. And the reason those abilities are underwhelming is because the really cool stuff are coming via the Feats. [/QUOTE]
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Removing feats as a universal class mechanic
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