Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What if feats had no direction combat application?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5599247" data-attributes="member: 54877"><p>What I want is to spend somewhere between 5 minutes and an hour (depending on how important the particular choice), picking between several viable and interesting options. Filtering through the substandard (however defined for any given player) is nothing but busywork. We may have to put up with a certain amount of it because one players' substandard is another players' goldmine, but that doesn't make it a positive thing--merely necessary. </p><p> </p><p>But generally, one of my contentions is that the longer the list gets, the more busywork you inevitably get, in return for less and less actual choices that any player will find interesting--either with making the pick or then later in play. It is the classic diminishing return. The busywork is <strong>only</strong> rewarding to those who enjoy "putting in the work" to gain advantage (social, mechanical, whatever). I don't care if we sacrifice some of their pleasure. <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><p> </p><p></p><p> </p><p>It is rather tricky. I think the key to this kind of design is to have the courage of your design. If you are going to do this, then do it. Accept that, for the reasons you listed, trade offs will have to be made in other areas. There may be particular flavor ideas or mechanical representations or whatever that--while acceptable in a toned down format--simply don't cut it in such a design. So don't include those.</p><p> </p><p>There may also need to be mechanical and other system support to mitigate such issues. You might have default abilities that aren't quite as good as the increased breadth, but still allow a certain amount of forgery. Or you might give most characters several "picks" to give the party a solid breadth, and then let them hire NPCs for the other stuff. Or any number of things. So again, you can't do this halfway, because doing it right will have ramifications throughout the design.</p><p> </p><p>Really, there are several, mutually exclusive, ways that feats could go, but I find that all of them have the characteristic that they are pushing things into a more robust design that does have the courage of its convictions. Feats keep trying to be "little extras that you get a bunch of" and "mechanically significant", and keep running into the compromises between those two positions. If that is the actual design intent, then have the courage of <strong>that</strong> conviction and get rid of them, replacing them with class or multi-class options, themes, or other ways to package abilitiy in a class-based system.</p><p> </p><p>Not that I'm probably arguing with you at all in this post ... <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: 5599247, member: 54877"] What I want is to spend somewhere between 5 minutes and an hour (depending on how important the particular choice), picking between several viable and interesting options. Filtering through the substandard (however defined for any given player) is nothing but busywork. We may have to put up with a certain amount of it because one players' substandard is another players' goldmine, but that doesn't make it a positive thing--merely necessary. But generally, one of my contentions is that the longer the list gets, the more busywork you inevitably get, in return for less and less actual choices that any player will find interesting--either with making the pick or then later in play. It is the classic diminishing return. The busywork is [B]only[/B] rewarding to those who enjoy "putting in the work" to gain advantage (social, mechanical, whatever). I don't care if we sacrifice some of their pleasure. :) It is rather tricky. I think the key to this kind of design is to have the courage of your design. If you are going to do this, then do it. Accept that, for the reasons you listed, trade offs will have to be made in other areas. There may be particular flavor ideas or mechanical representations or whatever that--while acceptable in a toned down format--simply don't cut it in such a design. So don't include those. There may also need to be mechanical and other system support to mitigate such issues. You might have default abilities that aren't quite as good as the increased breadth, but still allow a certain amount of forgery. Or you might give most characters several "picks" to give the party a solid breadth, and then let them hire NPCs for the other stuff. Or any number of things. So again, you can't do this halfway, because doing it right will have ramifications throughout the design. Really, there are several, mutually exclusive, ways that feats could go, but I find that all of them have the characteristic that they are pushing things into a more robust design that does have the courage of its convictions. Feats keep trying to be "little extras that you get a bunch of" and "mechanically significant", and keep running into the compromises between those two positions. If that is the actual design intent, then have the courage of [B]that[/B] conviction and get rid of them, replacing them with class or multi-class options, themes, or other ways to package abilitiy in a class-based system. Not that I'm probably arguing with you at all in this post ... :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What if feats had no direction combat application?
Top