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General Tabletop Discussion
*Dungeons & Dragons
Removing feats as a universal class mechanic
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<blockquote data-quote="I'm A Banana" data-source="post: 6116441" data-attributes="member: 2067"><p>Feature, not a bug.</p><p></p><p></p><p></p><p>Interesting train of thought, and fairly true. But this is also a feature: you could conceive of a feat chain that would give ANY character the features of a cleric's deity or a wizard's tradition or a rogue's sceme. </p><p></p><p></p><p></p><p>I come right out the other side of that. </p><p></p><p>My thing is that class exclusivity isn't a Good Thing, generally speaking, because it hard-codes certain classes into the game. I don't want to see a game where you HAVE to take Class X to do Thing Y. </p><p></p><p>At the same time, I think classes should do something bigger than feats. Bigger than advantage/disadvantage. If a class is just "I do the same thing as everyone else, but X better by 10%!" that's a little weak sauce. Classes need to be more character-defining. </p><p></p><p>I'm a little aware that those are contradictory stances. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Trying to think through them a bit...</p><p></p><p>But I think the idea would work fine as a module, just like the flip-side of that would work fine as a module (ie: classless D&D! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p></p><p></p><p>I find the idea of feats as <em>subordinate</em> to other game mechanics interesting and worth exploring.</p><p></p><p>So, being a Fighter grants you a Fighting Style, and you can use Feats to customize that style.</p><p></p><p>So, being a Wizard grants you a Tradition, and you can use Feats to customize within that tradition. </p><p></p><p>Feats, then, change some other game mechanic in a subtle way. Your Specialty doesn't let you do anything new or shiny, it just lets you spin what you can already do in a slightly different way. </p><p></p><p>That's also kind of a half-formed idea, though...hmm..</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6116441, member: 2067"] Feature, not a bug. Interesting train of thought, and fairly true. But this is also a feature: you could conceive of a feat chain that would give ANY character the features of a cleric's deity or a wizard's tradition or a rogue's sceme. I come right out the other side of that. My thing is that class exclusivity isn't a Good Thing, generally speaking, because it hard-codes certain classes into the game. I don't want to see a game where you HAVE to take Class X to do Thing Y. At the same time, I think classes should do something bigger than feats. Bigger than advantage/disadvantage. If a class is just "I do the same thing as everyone else, but X better by 10%!" that's a little weak sauce. Classes need to be more character-defining. I'm a little aware that those are contradictory stances. :) Trying to think through them a bit... But I think the idea would work fine as a module, just like the flip-side of that would work fine as a module (ie: classless D&D! ;)). I find the idea of feats as [I]subordinate[/I] to other game mechanics interesting and worth exploring. So, being a Fighter grants you a Fighting Style, and you can use Feats to customize that style. So, being a Wizard grants you a Tradition, and you can use Feats to customize within that tradition. Feats, then, change some other game mechanic in a subtle way. Your Specialty doesn't let you do anything new or shiny, it just lets you spin what you can already do in a slightly different way. That's also kind of a half-formed idea, though...hmm.. [/QUOTE]
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Removing feats as a universal class mechanic
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