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
*Dungeons & Dragons
What supplemental information do we need most right now?
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="Li Shenron" data-source="post: 7426842" data-attributes="member: 1465"><p>First of all, let's point out that your poll is more focused on the <em>delivery methods</em> of what you call "options". It would be perhaps more important to poll about the <em>actual benefits</em>, such as "does the game need more options for combat abilities? downtime activities? social encounter abilities? adventure design elements?". Monsters actually belong to the latter, so I think they are somewhat off compared to the rest which is mainly players-oriented. But nevertheless, let's play along with your poll <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>Personally I vote for more <strong>feats</strong>. </p><p></p><p>The main reason for this is that feats are very much an individual character's customization option, meaning that the character doesn't have to belong a specific group in order to take a feat (although those few feats with requirements kind of implies that indirectly). So for example when your Wizard character chooses its archetype, you know you'll get the same abilities as everyone else of that subclass at those specificl levels, while when you choose a feat it feels more <em>personal</em>. Of course there can be others taking the same feat, but the <em>feel</em> is that the choice is at a lower level of details. Naturally, people who detest a game with too low level of details also hate feats, but unlike almost anything else in the game, you never have to take feats if you don't want to.</p><p></p><p>More generally, I also think that actual feats are still fairly scarce. In theory, there are ~80 feats in the PHB, but still you end up feeling like you have maybe half a dozen of them who make sense for your PC, and so if you like complexity and want to always take a feat instead of an ASI, the feeling you get is that you almost have no room for variations, unless you decidedly deviate from your character concept. The addition of racial feats in XGE did not really change much, since each character get maximum 2 possible racial feat to choose from, and usually 1.</p><p></p><p>The design room offered by feats in theory is immense... and being basically a one-level-worth abilitities, they shouldn't even be that hard to design. Unlike spells, they don't have to be restricted to a specific class or two. Unlike subclasses, you don't have to push hard to find a strong narrative into them, although you can do so if you want. And unlike both race and (sub)class, they are something you don't have to plan since the start and then be stuck with them, but you can choose along the way, so there is less pressure about the choice, and more opportunities to use them to tie the character development to the story.</p><p></p><p>Edit: magic items would be my 2nd choice, but I am afraid they might too easily end up with items that simply replicate spells effects, so that in practice they give non-spellcasters the same. Or worse, magic items that would totally steal a class' precious unique feature, such as what metamagic is for the Sorcerer (although that could happen with feats too).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7426842, member: 1465"] First of all, let's point out that your poll is more focused on the [I]delivery methods[/I] of what you call "options". It would be perhaps more important to poll about the [I]actual benefits[/I], such as "does the game need more options for combat abilities? downtime activities? social encounter abilities? adventure design elements?". Monsters actually belong to the latter, so I think they are somewhat off compared to the rest which is mainly players-oriented. But nevertheless, let's play along with your poll :) Personally I vote for more [B]feats[/B]. The main reason for this is that feats are very much an individual character's customization option, meaning that the character doesn't have to belong a specific group in order to take a feat (although those few feats with requirements kind of implies that indirectly). So for example when your Wizard character chooses its archetype, you know you'll get the same abilities as everyone else of that subclass at those specificl levels, while when you choose a feat it feels more [I]personal[/I]. Of course there can be others taking the same feat, but the [I]feel[/I] is that the choice is at a lower level of details. Naturally, people who detest a game with too low level of details also hate feats, but unlike almost anything else in the game, you never have to take feats if you don't want to. More generally, I also think that actual feats are still fairly scarce. In theory, there are ~80 feats in the PHB, but still you end up feeling like you have maybe half a dozen of them who make sense for your PC, and so if you like complexity and want to always take a feat instead of an ASI, the feeling you get is that you almost have no room for variations, unless you decidedly deviate from your character concept. The addition of racial feats in XGE did not really change much, since each character get maximum 2 possible racial feat to choose from, and usually 1. The design room offered by feats in theory is immense... and being basically a one-level-worth abilitities, they shouldn't even be that hard to design. Unlike spells, they don't have to be restricted to a specific class or two. Unlike subclasses, you don't have to push hard to find a strong narrative into them, although you can do so if you want. And unlike both race and (sub)class, they are something you don't have to plan since the start and then be stuck with them, but you can choose along the way, so there is less pressure about the choice, and more opportunities to use them to tie the character development to the story. Edit: magic items would be my 2nd choice, but I am afraid they might too easily end up with items that simply replicate spells effects, so that in practice they give non-spellcasters the same. Or worse, magic items that would totally steal a class' precious unique feature, such as what metamagic is for the Sorcerer (although that could happen with feats too). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What supplemental information do we need most right now?
Top