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Rule of the Three (1st of May)
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<blockquote data-quote="dkyle" data-source="post: 5897360" data-attributes="member: 70707"><p>Feat like in the sense that class features are "feat-like". Not "feat-like" in the sense of being interchangeable options that can be freely combined, mixed, and matched.</p><p></p><p></p><p></p><p>How abilities are chosen, what options are available, makes a big difference. There's a big difference between a chunk of abilities, taken as a whole, that a designer made, and choosing a bunch of little abilities, combined however you please.</p><p></p><p>Suppose a player is considering possible approaches:</p><p></p><p>Character A uses a Theme, built as a unit, by a designer, to do a bunch of things that aren't necessarily feats.</p><p></p><p>Character B uses a Theme, that is simply a package of feats.</p><p></p><p>Character C doesn't use a Theme, and chooses feats freely.</p><p></p><p>B can <em>never</em> be better than C. It is, in fact, likely to be much worse than C. Just as pre-gen characters are likely to be much worse than characters created by a knowledgeable player. In fact, for an experienced player, there's little point in even pretending that Character B exists, since the same build can be created as Character C.</p><p></p><p>On the other hand, A might be better than C, or it might not be; there's not much basis to say which will tend to be better than the other. This is like 4E Essentials' Slayer vs. the PHB Fighter. The Slayer isn't just a prepackaged Fighter. It's a whole different build, with it's own strengths. Even though the Slayer is simpler, it's still a balanced and viable build.</p><p></p><p>So, Character B is unfortunate because it reduces Themes to a new player option, only, and likely not a good one. Most Themes are likely to end up being trap options, compared to custom feat selection. The 4E Slayer is good as a new player option because it's simple, and about as effective as the more complicated options. It's not a trap; it's a real, alternative choice.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5897360, member: 70707"] Feat like in the sense that class features are "feat-like". Not "feat-like" in the sense of being interchangeable options that can be freely combined, mixed, and matched. How abilities are chosen, what options are available, makes a big difference. There's a big difference between a chunk of abilities, taken as a whole, that a designer made, and choosing a bunch of little abilities, combined however you please. Suppose a player is considering possible approaches: Character A uses a Theme, built as a unit, by a designer, to do a bunch of things that aren't necessarily feats. Character B uses a Theme, that is simply a package of feats. Character C doesn't use a Theme, and chooses feats freely. B can [i]never[/i] be better than C. It is, in fact, likely to be much worse than C. Just as pre-gen characters are likely to be much worse than characters created by a knowledgeable player. In fact, for an experienced player, there's little point in even pretending that Character B exists, since the same build can be created as Character C. On the other hand, A might be better than C, or it might not be; there's not much basis to say which will tend to be better than the other. This is like 4E Essentials' Slayer vs. the PHB Fighter. The Slayer isn't just a prepackaged Fighter. It's a whole different build, with it's own strengths. Even though the Slayer is simpler, it's still a balanced and viable build. So, Character B is unfortunate because it reduces Themes to a new player option, only, and likely not a good one. Most Themes are likely to end up being trap options, compared to custom feat selection. The 4E Slayer is good as a new player option because it's simple, and about as effective as the more complicated options. It's not a trap; it's a real, alternative choice. [/QUOTE]
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