Ratskinner
Adventurer
They really, really, REALLY need to not call these feat packages "themes." It's like calling a wizard with a particular spell list a "kit."
hunh?

They really, really, REALLY need to not call these feat packages "themes." It's like calling a wizard with a particular spell list a "kit."
If you go around adding special bits and fobs to them, they become incompatible with the modularity 5e wants to offer, so being "just" feat delivery systems is fine and dandy with me.
Do not overlook this important little piece of the article. This is the one piece of the entire article that I absolutely like without reservation. I'm hoping this means exactly what it sounds like--the ability to build your own theme by hand. Love, love, love the idea.including when building their own theme feat-by-feat.
In 3.5, Rogues *and* Barbarians had Uncanny Dodge, and I don't remember too many complaints from people that they were sharing the same game mechanical ability. But I bet if you suddenly called Uncanny Dodge a FEAT (which it pretty much was, except it was exclusive to just two classes and granted automatically)... all of a sudden lots of you folks would suddenly go ballistic, despite nothing actually changing in the function of Uncanny Dodge at all.
dkyle said:What's incompatible about having developer-made Themes available (that aren't just feats), and freely-chosen feats as an alternative?
It's not about the terminology, it's about having a great heaping pile of fiddly little mechanical widgets that offer rewards for sifting through the list to find the perfect combo. And it's also about requiring all themes to break down into interchangeable pieces.
Then don't allow your players to cherry-pick different feats or create new themes. Use the themes as-is when the game comes out, and you don't have any problems with players finding "the perfect combo".