Imaro
Legend
Ooooh, I like the idea of "Domain Management" as a silo. Now there's rules I'd love to see.
A thought occurs. In a system with silo'd abilities, would it not be easier to add silo's than in a non-silo'd game? If you add "Domain Management" as a silo, forex, you don't have to reduce either combat effectiveness or non-combat effectiveness. In previous versions of D&D, gaining a domain was difficult to balance since you had to take from somewhere and "adjusting the sliders" was problematic.
I think it's easier to add silos, only in a situation where everyone playing the game wants a particular silo for their character? As I touched on in my previous post, what happens when a particular silo doesn't fit my character concept. I could just not use it, but then I'm really at a disadvantage power wise to the other PC's who do, and the game has become,at least for my character, unbalanced.
But, if "Domain Management" is a separate silo, it is balanced with itself and only itself. It does not relate in any way to the other silos and thus does not borrow anything from those areas to become better.
Again, this only works when everyone wants a domaintorun and rule. If my concept is a wandering mercenary and I have no interest in taking the domain silo, how do I balance with PC's who now control armies and nations? The thing is, with each silo, aspects of your game,playstyle, etc. are more specifically designated for the entire group. If everyone has similar goals, desires, etc. for their characters this could work really well... if not there's a point where siloing becomes a burden and restriction on one's character in the name of balance.
Feats, in this sense act to cross polinate silos - feats are not limited to a single silo. If you want to make your Domain Management silo better, your combat silo might not improve, but, it also will not lose either. In other words, burning feats to improve one silo does not actually make another silo less effective.
If you burn three feats for your Ritual Caster bit, sure, you lose out on taking three feats for combat, and someone who takes 3 combat feats will probably be a bit more effective in combat, but, not so dominating as to make you inneffective.
In other words, feats make you a bit better in one silo, but, not taking those feats leaves you simply competent.
Look at my skill example I posted in a previous post for why I disagree with this statement. Someone with those same three (actually 2 or 1 depending on if it's a class skill or not.) feats invested in one or two particular skills can overshadow anyone else that has them.
Heck, one of the biggest issues I've seen with feats is the +1/+2/+3 feat across 30 levels. I think that's the spread anyway. One of the most contested issues in game balance is a grand total of a +2 spread over 30 levels.
Losing +2 will not break your character. Losing that +2 to gain rituals will not break your character either.
But your example here is flawed you're comparing one feat (the expertise feat) with 3 feats to cast rituals (that still don't give you any actual rituals). How about using another feat to up your damage and one more to add something to your AC. Are the 3 feats still inconsequential? Honestly, I don't know but I don't think it's anywhere as clear cut as you're tryingtomake it... and sacrifices between silos are still happening.