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General Tabletop Discussion
*TTRPGs General
The redefinition of feats.
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<blockquote data-quote="Crazy Jerome" data-source="post: 4789030" data-attributes="member: 54877"><p>My problem with the feats is not so much the feats themselves as the organization. I like the idea that certain races can get better things through feats. I loved it in Arcana Evolved, and I have no reason to dislike it in 4E. But with the long length of the class chapter (powers) and the relatively short length of the feat chapter, I see no real reason why the feats are put together. Sure, you can look through one place to get your feats, but that isn't so hot a choice when most of the list is full of things that don't apply. I know--there really isn't a good way to organize them in a book that would solve the issue.</p><p> </p><p>I think the confusion is a sign of a design flaw--not a gaping hole in the design, but a subtle thing that has not so subtle consequences. Namely, they had a really good shot here to make another orthogonal axis in the design but passed on it. You've got abilities. You've got classes (and powers). Ditto races, skills, rituals. Some elements overlap a bit (e.g. fighters want a high strength), but each element is mostly orthogonal to the others. Mix and match, and you get a character. Feats--whether they add new abilities or bonuses it really doesn't matter--tack onto this structure while being highly dependent on it. Multiclassing suffers the same way (perhaps because it is feat based). </p><p> </p><p>Sure, one way to change that is to make feats more generally applicable and have them add new abilities. I think I might have preferred that they rolled obvious race or class options into the races and classes, and then built a separate largely independent axis that incorporated multiclassing, general feats, etc. Or maybe that is merely my design preferences showing. <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="Crazy Jerome, post: 4789030, member: 54877"] My problem with the feats is not so much the feats themselves as the organization. I like the idea that certain races can get better things through feats. I loved it in Arcana Evolved, and I have no reason to dislike it in 4E. But with the long length of the class chapter (powers) and the relatively short length of the feat chapter, I see no real reason why the feats are put together. Sure, you can look through one place to get your feats, but that isn't so hot a choice when most of the list is full of things that don't apply. I know--there really isn't a good way to organize them in a book that would solve the issue. I think the confusion is a sign of a design flaw--not a gaping hole in the design, but a subtle thing that has not so subtle consequences. Namely, they had a really good shot here to make another orthogonal axis in the design but passed on it. You've got abilities. You've got classes (and powers). Ditto races, skills, rituals. Some elements overlap a bit (e.g. fighters want a high strength), but each element is mostly orthogonal to the others. Mix and match, and you get a character. Feats--whether they add new abilities or bonuses it really doesn't matter--tack onto this structure while being highly dependent on it. Multiclassing suffers the same way (perhaps because it is feat based). Sure, one way to change that is to make feats more generally applicable and have them add new abilities. I think I might have preferred that they rolled obvious race or class options into the races and classes, and then built a separate largely independent axis that incorporated multiclassing, general feats, etc. Or maybe that is merely my design preferences showing. :) [/QUOTE]
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