Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Talent Trees & D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GreatLemur" data-source="post: 3597441" data-attributes="member: 28553"><p>I've got to say, I'm on the fence about mmadsen's points regarding feats vs. talents.   I lean <em>strongly</em> towards generic classes and greater flexibility, and the main point of making a distinction between talent trees and feat chains seems to be to keep flavorful abilities isolated across several not-completely-generic classes.</p><p></p><p>And, seriously, I can't see any reason a fighter-type shouldn't have access to Evasion.</p><p></p><p>However, I do like the idea of using the distinction to allow for two different power levels of character options, with feats as the "nice to have" abilities that add depth to a character, while talents are the high-powered primary abilities that <em>define</em> a character, and are used all the time.</p><p></p><p>Honestly, I think one of the biggest benefits of a more flexible class system (whether it's based on feats, talent trees, or both) would be the chance to finally <em>ditch</em> prestige classes all together.  Instead, we can just have powerful feats or talent trees with more elaborate (and possibly story-based) prerequisites.</p><p></p><p>I'd argue that you're mixing mechanics and flavor a little bit, here, and my own bias is to base character systems strictly in mechanics.  For exmple, there's nothing in the <em>mechanics</em> (or even the most basic concept) of the Paladin class that says they have to wear heavy armor; so classing Paladin-type abilities like Smite under "Armored Fighter" wouldn't make sense to me.  Instead, I'd say that a paladin-type character would be one who'd taken a generic Warrior class and focused on abilities from some Divine Crusader talent tree.  The same Warrior class--and even this paladin character--might also have access to abilities like Evasion, AC bonuses while unarmored, and archery feats.  There's no reason any of this shouldn't coexist and be compatible with things like Smite and such.</p><p></p><p>I'd also say that "Wilderness Warrior" is more of a concept designation than a mechanical one: There's no reason why an urban character shouldn't have Favored Enemy or Rage.  There's really nothing inherently wilderness-related about those abilities.</p><p></p><p>I think I'd structure my generic class system a lot like True20, but with room for more different types of supernatural power.  So I'd have Warrior, covering all the various combat-specific abilities (including unarmed combat, martial maneuvers, and even Sneak Attack), and Expert, covering everything that's neither combat-related nor magical (that means things like the Marshal's leadership effects, Bardic Knowledge, almost every skill-related ability out there, movement enhancements, most Rogue-type stuff other than Sneak Attack, and so on), and several different caster classes with different spellcasting mechanics.  Maybe a spellpoint-based class for arcane magic, a fatigue-save-based class for divine magic, a Warlock / Dragonfire Adept-style cast-all-day class for psionics or other inborn powers, etc.  Maybe a single caster class with several very different talent trees could work, as well, but I'm not sure.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3597441, member: 28553"] I've got to say, I'm on the fence about mmadsen's points regarding feats vs. talents. I lean [i]strongly[/i] towards generic classes and greater flexibility, and the main point of making a distinction between talent trees and feat chains seems to be to keep flavorful abilities isolated across several not-completely-generic classes. And, seriously, I can't see any reason a fighter-type shouldn't have access to Evasion. However, I do like the idea of using the distinction to allow for two different power levels of character options, with feats as the "nice to have" abilities that add depth to a character, while talents are the high-powered primary abilities that [i]define[/i] a character, and are used all the time. Honestly, I think one of the biggest benefits of a more flexible class system (whether it's based on feats, talent trees, or both) would be the chance to finally [i]ditch[/i] prestige classes all together. Instead, we can just have powerful feats or talent trees with more elaborate (and possibly story-based) prerequisites. I'd argue that you're mixing mechanics and flavor a little bit, here, and my own bias is to base character systems strictly in mechanics. For exmple, there's nothing in the [i]mechanics[/i] (or even the most basic concept) of the Paladin class that says they have to wear heavy armor; so classing Paladin-type abilities like Smite under "Armored Fighter" wouldn't make sense to me. Instead, I'd say that a paladin-type character would be one who'd taken a generic Warrior class and focused on abilities from some Divine Crusader talent tree. The same Warrior class--and even this paladin character--might also have access to abilities like Evasion, AC bonuses while unarmored, and archery feats. There's no reason any of this shouldn't coexist and be compatible with things like Smite and such. I'd also say that "Wilderness Warrior" is more of a concept designation than a mechanical one: There's no reason why an urban character shouldn't have Favored Enemy or Rage. There's really nothing inherently wilderness-related about those abilities. I think I'd structure my generic class system a lot like True20, but with room for more different types of supernatural power. So I'd have Warrior, covering all the various combat-specific abilities (including unarmed combat, martial maneuvers, and even Sneak Attack), and Expert, covering everything that's neither combat-related nor magical (that means things like the Marshal's leadership effects, Bardic Knowledge, almost every skill-related ability out there, movement enhancements, most Rogue-type stuff other than Sneak Attack, and so on), and several different caster classes with different spellcasting mechanics. Maybe a spellpoint-based class for arcane magic, a fatigue-save-based class for divine magic, a Warlock / Dragonfire Adept-style cast-all-day class for psionics or other inborn powers, etc. Maybe a single caster class with several very different talent trees could work, as well, but I'm not sure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Talent Trees & D&D
Top