Things from Other Editions/Games That Were Done Well & Should be Included in Some For

Tell me more about the Talent Trees, please? In what way are they different to feat chains of 3.0/3.5?

Functionally, they aren't very different. Organizationally, they are.

A class has it's hit die, class skills, and other basic elements shared across all classes. Then, all class features are grouped into talent trees. So, a rogue might have Stealth tree that has talents that improve their ability to sneak, hide, and evade. He would also have a Sneak Attack tree with related talents. Instead of getting set class features at particular levels, you choose a talent. Talents may or may not have prerequisites, and may or may not be chained.

As you can see, they're very much like feat chains, except that each chain is named and grouped together in the book, and then further organized by class. In fact, in SW:SE, you get bonus feats every even level, and talents every odd. Bonus feats are simply a selection from the list of feats that are thematically appropriate for the class.

Thus, you gain a lot of flexibility within any class because classes are just thematic groups of abilities. I think the only reason feats are still separated from talents is that it's based on core d20, and the feat list is almost identical to D&D 3E. There's no reason you couldn't roll the two systems together entirely by organizing feats into talent trees.
 
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Obviously the designers of the new ed of DnD are not going to add completely new mechanics to a core system meant to touch base with all editions of DnD.
I think they're going to _have_ to have some new mechanics if they want to marry some of the disparities :)

That said, I would really love if skills in 5e were a lot less
"This table says the climb DC is 17, 10 base, +5 for being slightly but not completely smooth rocks, +2 cause it rained recently"
"Okay, I'm +6. I rolled a... 9... guess that fails. Then a 7. Fails again. 4... failed, but by 5 or more"
"Okay, take 1d10 damage - 4."
"Sigh. Okay, now a 10, almost! Bleah, 2."
"7 damage."
"Eh two more tries, then I'm giving up... 8.... 12, yay, made it."

And a lot more
"It's not a difficult climb. It'll take you one minute"
or
"It's at the edge of your skill - make a check. If you fail, you'll scrape yourself for 5 damage on the way up."

Faster. More elegant. Move the game along.
 


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