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Rule of the Three (1st of May)

It's good to see clarification on themes, even if I find it a bit disappointing.

As for the other two, I wish they'd choose questions they could actually give meaningful answers to instead of just "we don't know yet."
 
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I hope they go the route of given rogues unique skill abilities, rather that just giving them more skills. I was rather looking forward to a system when no one was shortchanged on skills for once...
 

As someone who has been hoping that feats were going to be at most an optional tack-on, and preferably go away completely, the answer to question 1 comes as a major disappointment.

The presence of feats all but ensures the presence of lots of other things I think are bad for the game: character build as a game unto itself, system mastery as a game unto itself, character optimization as a game unto itself, and the irresistible temptation for the publishers to bloat the game with more and more feats as time goes on.

I had hopes for themes, but as fluff only.

Sigh.

Lan-"already wondering what the knock-on effects would be of removing feats from 5e"-efan
Looks like the simple feats will be for you. Pick a theme, apply 3 or 4 static bonuses to some actions or defenses, and you're done.
 

I like the theme-as-feat-list idea.

1. For folks that don't want feats, all the DM has to do is pick the default theme (or maybe a choice of two) for each class. That essentially makes the feats into class features, and you don't need to worry about "feat bloat".

2. For folks that don't want to be shoehorned into a theme, pick the theme for flavor and perhaps an initial feat, then choose the rest of your feats as you want, ignoring the theme.


As for rogues, I hope they retain something of the skill monkey approach, with some choice involved (rogues have had significant skill choice since 2e).


As for monsters, templates were a mixed bag in 3e. They were sometimes applied in strange ways, became a min-max tool for players, and they sometimes produced unexpectedly overpowered or underpowered monsters. On the other hand, templates were often thematically cool, and most were easy to apply.
I do like 4e's monster role and advancement system. It makes it easy to increase or decrease a monster's level in my head.
 

I'd rather have Themes and Backgrounds as more RP oriented tools... I'm not sure if these packages will be popular with my friends used to character building from 3E, 4E and CRPGs.

We'll have to wait and see... too bad 24th may beta won't have character creation.
 

As someone who has been hoping that feats were going to be at most an optional tack-on, and preferably go away completely, the answer to question 1 comes as a major disappointment.

The presence of feats all but ensures the presence of lots of other things I think are bad for the game: character build as a game unto itself, system mastery as a game unto itself, character optimization as a game unto itself, and the irresistible temptation for the publishers to bloat the game with more and more feats as time goes on.

I had hopes for themes, but as fluff only.

Sigh.

Lan-"already wondering what the knock-on effects would be of removing feats from 5e"-efan

Ditto, I was hoping feats would be a modular add-on, not a core feature.
 

I. I think themes will work much better in actual play than they look on paper. I've played with many casual players who'd rather just pick a evocative path, than some random abilities.

I liked feats in 3.5 until the bloat was stifling (these days I wouldn't allow bloat-I play core books only PCs). In 4th, almost all feats where uninspiring and unnecessary.

I can see myself using themes as player, despite being an old 3.5 optimizer.

II. Rogue getting one or two extra skills I suspected. Rogue only skills, I'll have to see. Rogue only trapfinding always felt jarring and artificial to me.

III. I hope they stick to the ambition of providing plenty of ways to customize monsters.
 


I think we know too little about themes to say anything now. I guess themes will be better in use than individual feats were in 3e/4e, due to their grouping and (I hope) clear naming.
 

I like the theme-as-feat-list idea.

1. For folks that don't want feats, all the DM has to do is pick the default theme (or maybe a choice of two) for each class. That essentially makes the feats into class features, and you don't need to worry about "feat bloat".

2. For folks that don't want to be shoehorned into a theme, pick the theme for flavor and perhaps an initial feat, then choose the rest of your feats as you want, ignoring the theme.


As for rogues, I hope they retain something of the skill monkey approach, with some choice involved (rogues have had significant skill choice since 2e).


As for monsters, templates were a mixed bag in 3e. They were sometimes applied in strange ways, became a min-max tool for players, and they sometimes produced unexpectedly overpowered or underpowered monsters. On the other hand, templates were often thematically cool, and most were easy to apply.
I do like 4e's monster role and advancement system. It makes it easy to increase or decrease a monster's level in my head.


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