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General Tabletop Discussion
*Pathfinder & Starfinder
Talent Trees - The Way To Go?
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<blockquote data-quote="El Mahdi" data-source="post: 5811562" data-attributes="member: 59506"><p>No, I don't beleive that's necessary. One can still have a classed based system that allows any character to have access to any feat, skill, or ability. Just make logical, organic, and appropriate pre-requisites for them (and not just game balance based prerequisites). And make sure that class or race provided feats, skills, and abilities are always better (higher bonus, waiving of prerequisites, etc.).<img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p> </p><p></p><p> </p><p>That's the limit right there, it requires a gamist solution through multi-classing, which I also don't like. I prefer the model I talked about above.</p><p> </p><p></p><p> </p><p>No, a talent based system doesn't just organize groups of abilities, it also limits you to what groups you have access to. It's like going to a restaurant and wanting two items from column a and none from column b, and they'll only let you have one from each column.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>I don't think a class based system must necessarily feel artificial. They often do, but it's not inherent to "class" mechanics. If done right, a class should feel like nothing more than a profession, with all of the most common skills of that profession available from the start. Then individual customization takes place through Feat and Skill selection.</p><p> </p><p>Now pre-requisites do make sense to me, when applied properly. Obviously one can't learn advanced math without first learning some more basic math. But real world learning and education doesn't work on the concept of talent trees. Talent Trees however, in any game I've ever seen them in, very much do feel artificial to me.</p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5811562, member: 59506"] No, I don't beleive that's necessary. One can still have a classed based system that allows any character to have access to any feat, skill, or ability. Just make logical, organic, and appropriate pre-requisites for them (and not just game balance based prerequisites). And make sure that class or race provided feats, skills, and abilities are always better (higher bonus, waiving of prerequisites, etc.).B-) That's the limit right there, it requires a gamist solution through multi-classing, which I also don't like. I prefer the model I talked about above. No, a talent based system doesn't just organize groups of abilities, it also limits you to what groups you have access to. It's like going to a restaurant and wanting two items from column a and none from column b, and they'll only let you have one from each column.;) I don't think a class based system must necessarily feel artificial. They often do, but it's not inherent to "class" mechanics. If done right, a class should feel like nothing more than a profession, with all of the most common skills of that profession available from the start. Then individual customization takes place through Feat and Skill selection. Now pre-requisites do make sense to me, when applied properly. Obviously one can't learn advanced math without first learning some more basic math. But real world learning and education doesn't work on the concept of talent trees. Talent Trees however, in any game I've ever seen them in, very much do feel artificial to me. :) [/QUOTE]
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