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*Pathfinder & Starfinder
Robert J. Schwalb Blog Discussion; Feats: Do We need them?
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<blockquote data-quote="LightPhoenix" data-source="post: 5517087" data-attributes="member: 115"><p>The ultimate question is, in a class-based system that derives its customization primarily through the choice of class features, where do feats come in to play? The answer, for me, is to have feats provide <em>class-independent </em>methods of customization. I would have had feats take more advantage of the keyword system a little bit more. This way they would have broad utility in customization.</p><p></p><p>The real difficulty is in making feats <em>interesting</em>. A lot of people have commented about how "math feats" are boring. That's an inherent problem to feats as a general whole. Feats are <strong>static</strong>; unlike powers, you don't get to choose when to use them - they're always on. That makes them inherently less tactically interesting than something dynamic like powers. Making them dynamic leads you down the path to skill powers.</p><p></p><p>As an interesting consequence, I could see a future edition tie feats to utility powers. A feat might grant a specific utility power, with broad prerequisites. For example, a feat might grant a CLW effect with a prerequisite that you be a divine caster. It would allow a player to customize the secondary role of their class a little bit more.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 5517087, member: 115"] The ultimate question is, in a class-based system that derives its customization primarily through the choice of class features, where do feats come in to play? The answer, for me, is to have feats provide [I]class-independent [/I]methods of customization. I would have had feats take more advantage of the keyword system a little bit more. This way they would have broad utility in customization. The real difficulty is in making feats [I]interesting[/I]. A lot of people have commented about how "math feats" are boring. That's an inherent problem to feats as a general whole. Feats are [B]static[/B]; unlike powers, you don't get to choose when to use them - they're always on. That makes them inherently less tactically interesting than something dynamic like powers. Making them dynamic leads you down the path to skill powers. As an interesting consequence, I could see a future edition tie feats to utility powers. A feat might grant a specific utility power, with broad prerequisites. For example, a feat might grant a CLW effect with a prerequisite that you be a divine caster. It would allow a player to customize the secondary role of their class a little bit more. [/QUOTE]
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Robert J. Schwalb Blog Discussion; Feats: Do We need them?
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