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Talent Trees - Your Thoughts?
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<blockquote data-quote="Connorsrpg" data-source="post: 5768881" data-attributes="member: 19265"><p>Given the talk of a 5E D&D taking a step back to 3E or previous editions, I wanted to know what people thought of the Talent Trees from Star Wars Saga (often considered the 3.75 of game design).</p><p></p><p>To me they were ideal. Powers set out in areas of specialty. You could follow a Talent through and become a specialist or spread out choices, becoming a more general 'soldier' or whatever class you chose.</p><p></p><p>I think this step would be ideal for a new edition. To keep up with current games I would grant a Talent per level (rather than every 2nd), but include a lot of class specific abilities. (Feats and bonus feats could fill in the gaps). I really like the idea of prerequisite Talents for those further up the tree, rather than 'you must be this level to take this talent', or worse, 'at this level you get this'.</p><p></p><p>I feel 4E went too far in providing choice. Choosing from a lot of powers is OK to me, but I am not in favour of restricting attacks vs utilities and more importantly, there is little relationship between powers. Hard to build a 'path', or 'tree' in this case. When powers are replaced at high levels they are not advancements of what the PC already knows - they are often completely new, unrelated powers.</p><p></p><p>Pathfinder paid homage to this choice of powers with some classes. Rogues' choices are even called Talents. Fighters get more feats, and I like new choices such as Fav Terrain for Rangers. But I can't help but feel they didn't go far enough and offer up more choices - especially for classes like the monk, paladin (why not a choice of Auras - Auras would have mad a perfect Talent Tree). Domains as Talent Trees would also be ideal.</p><p></p><p>Powers that grant bonuses and extra bonuses to previous choices could also have gone down the Talent Tree path. Something rubs me wrong about this mechanic. Why not just more choice to get a bonus to a new enemy/terrain/instrument or increase an old)?</p><p></p><p>BTW: This is not a 4E vs 3E/PF thread. I like both games. It is actually more about the Saga mechanics. Saga seems to always be praised as the Star Wars rules of choice, so why did Talent Trees not take off? Do you like them? Would your ideal version of D&D have them? Has overly-specialised builds killed them? Has anyone done a fantasy version of them? (Something I might try for my ideal game <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></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5768881, member: 19265"] Given the talk of a 5E D&D taking a step back to 3E or previous editions, I wanted to know what people thought of the Talent Trees from Star Wars Saga (often considered the 3.75 of game design). To me they were ideal. Powers set out in areas of specialty. You could follow a Talent through and become a specialist or spread out choices, becoming a more general 'soldier' or whatever class you chose. I think this step would be ideal for a new edition. To keep up with current games I would grant a Talent per level (rather than every 2nd), but include a lot of class specific abilities. (Feats and bonus feats could fill in the gaps). I really like the idea of prerequisite Talents for those further up the tree, rather than 'you must be this level to take this talent', or worse, 'at this level you get this'. I feel 4E went too far in providing choice. Choosing from a lot of powers is OK to me, but I am not in favour of restricting attacks vs utilities and more importantly, there is little relationship between powers. Hard to build a 'path', or 'tree' in this case. When powers are replaced at high levels they are not advancements of what the PC already knows - they are often completely new, unrelated powers. Pathfinder paid homage to this choice of powers with some classes. Rogues' choices are even called Talents. Fighters get more feats, and I like new choices such as Fav Terrain for Rangers. But I can't help but feel they didn't go far enough and offer up more choices - especially for classes like the monk, paladin (why not a choice of Auras - Auras would have mad a perfect Talent Tree). Domains as Talent Trees would also be ideal. Powers that grant bonuses and extra bonuses to previous choices could also have gone down the Talent Tree path. Something rubs me wrong about this mechanic. Why not just more choice to get a bonus to a new enemy/terrain/instrument or increase an old)? BTW: This is not a 4E vs 3E/PF thread. I like both games. It is actually more about the Saga mechanics. Saga seems to always be praised as the Star Wars rules of choice, so why did Talent Trees not take off? Do you like them? Would your ideal version of D&D have them? Has overly-specialised builds killed them? Has anyone done a fantasy version of them? (Something I might try for my ideal game ;)). [/QUOTE]
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