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Rule of the Three (1st of May)
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<blockquote data-quote="EvilDwarf" data-source="post: 5897230" data-attributes="member: 46843"><p>Sounds like the double-edged sword.</p><p></p><p>I too was hoping feats would be in hung out in the Far Realms--they eventually became a mess for our group--for example, we had a "casual" player and a "power gamer" in 3 and 3.5. Guess who always stole the show? Though the DM should put the brakes on such things, guess what? Our casual gamer no longer plays because he didn't feel he had anything to contribute. Which was not true--but that's how he felt.</p><p></p><p>Double-edged?</p><p></p><p>Leading edge = themes = set feat trees, which is simpler and could be thought of as class features instead. The problem is that you're locked in somewhat to development. Now, just having basic classes might seem even more like you're locked in, too, with no choice for "development." But if there is a choice for development, you feel more locked in, if that makes sense. If there's no choice, I don't feel locked in. If there's choice, the sense of being locked in heightens.</p><p></p><p>Trailing edge = if I can swap out feats from my theme, then how is that different from selecting from the wide assortment that defined 3 and 3.5, and how does that prevent the problem with "system mastery" that caused our casual to drop out and our power gamer to dominate?</p><p></p><p>So, are you locked in with simple/no choices to satisfy the casual, or can you swap to satisfy the power gamer? And if you can swap out, how does that eliminate the 3 and 3.5 problem of system mastery?</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 5897230, member: 46843"] Sounds like the double-edged sword. I too was hoping feats would be in hung out in the Far Realms--they eventually became a mess for our group--for example, we had a "casual" player and a "power gamer" in 3 and 3.5. Guess who always stole the show? Though the DM should put the brakes on such things, guess what? Our casual gamer no longer plays because he didn't feel he had anything to contribute. Which was not true--but that's how he felt. Double-edged? Leading edge = themes = set feat trees, which is simpler and could be thought of as class features instead. The problem is that you're locked in somewhat to development. Now, just having basic classes might seem even more like you're locked in, too, with no choice for "development." But if there is a choice for development, you feel more locked in, if that makes sense. If there's no choice, I don't feel locked in. If there's choice, the sense of being locked in heightens. Trailing edge = if I can swap out feats from my theme, then how is that different from selecting from the wide assortment that defined 3 and 3.5, and how does that prevent the problem with "system mastery" that caused our casual to drop out and our power gamer to dominate? So, are you locked in with simple/no choices to satisfy the casual, or can you swap to satisfy the power gamer? And if you can swap out, how does that eliminate the 3 and 3.5 problem of system mastery? [/QUOTE]
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