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<blockquote data-quote="AbdulAlhazred" data-source="post: 5695621" data-attributes="member: 82106"><p>Sure, but these are all incredibly narrow. The premise still stands. Eliminate feats that grant general bonuses (and especially where they can stack) and you get rid of about 95% of the issues. Make 3-4 items non-stacking and errata a couple of ALREADY problematic class features and you're pretty much done. The noob is no longer doing half as much damage with his striker as the optimizer is doing with his fighter. </p><p></p><p>OTOH I don't think you have to get so extreme. I think you could do away with all static stackable bonuses and similar stuff, and still leave some decent situational bonuses that don't stack. If they're fairly easy to arrange, then slap a 'once per encounter' on them. Other things like Dragging Flail kind of stuff can just stay. It will give some minor scope for optimization still, but nothing like what exists now. </p><p></p><p>This kind of process would also pretty well tame issues with the skill bonus spread growth too. At that point you could also split feats up into 'feats' and 'talents' and just let them alternate, since PCs won't really need 17 combat feats to stay up to snuff anymore.</p><p></p><p>EDIT: I see you went on to say much the same thing I did, lol. </p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=95211" target="_blank">mudlock</a></u> I think I disagree. I don't want to go back to everything being class features like that, it makes every class virtually a canned build. It also tends to mean that you don't have iconic aspects of your class until much later in the game. I think feats are fine as a way to express choices that let you customize your characters. Yes, there will always be the temptation to make better ones, but that kind of issue exists with any RPG.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5695621, member: 82106"] Sure, but these are all incredibly narrow. The premise still stands. Eliminate feats that grant general bonuses (and especially where they can stack) and you get rid of about 95% of the issues. Make 3-4 items non-stacking and errata a couple of ALREADY problematic class features and you're pretty much done. The noob is no longer doing half as much damage with his striker as the optimizer is doing with his fighter. OTOH I don't think you have to get so extreme. I think you could do away with all static stackable bonuses and similar stuff, and still leave some decent situational bonuses that don't stack. If they're fairly easy to arrange, then slap a 'once per encounter' on them. Other things like Dragging Flail kind of stuff can just stay. It will give some minor scope for optimization still, but nothing like what exists now. This kind of process would also pretty well tame issues with the skill bonus spread growth too. At that point you could also split feats up into 'feats' and 'talents' and just let them alternate, since PCs won't really need 17 combat feats to stay up to snuff anymore. EDIT: I see you went on to say much the same thing I did, lol. @[U][URL="http://www.enworld.org/forum/member.php?u=95211"]mudlock[/URL][/U] I think I disagree. I don't want to go back to everything being class features like that, it makes every class virtually a canned build. It also tends to mean that you don't have iconic aspects of your class until much later in the game. I think feats are fine as a way to express choices that let you customize your characters. Yes, there will always be the temptation to make better ones, but that kind of issue exists with any RPG. [/QUOTE]
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