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Which feats shouldn't be feats
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<blockquote data-quote="EvilDwarf" data-source="post: 6105944" data-attributes="member: 46843"><p>I. Hate. Feats. </p><p></p><p>There. I said it lol. </p><p></p><p>I'm a strong supporter of distinct class abilities. Too much class blur and mechanics that allow everyone to do everything diminishes the D&D aspect, which makes it D&D. I know I feel this way because I started with the White Box and then went straight to AD&D, I'm sure. But fold feats back into classes as core abilities and options. </p><p></p><p>A mechanic in which anyone can pick locks and find traps isn't class based and isn't D&D. Sorry. Need to open a locked door? Have the rogue pick it. Wait. No rogue? Have the wizard burn a slot for Knock. Wait. No wizard? Have the fighter break it down and alert nearby guards and monsters. Unless the cleric wants to burn a slot for Silence. Classes mean you need a team. Of classes. And different classes have different approaches, but at a cost. </p><p></p><p>Combat feats? Make 'em ability checks. Your fighter will out bull-rush my wizard every time (well, if the d20 thing weren't so swingy).</p><p></p><p>Spinning off core class abilities into a subsystem called feats adds needless complexity, requires system mastery, REQUIRES taxes, and blurs and dilutes classes. </p><p></p><p>I admit having played AD&D for years that we started complaining that all the fighters started to look alike, because they were. (Except for role playing, weapon and armor choice, favorite player tactic, and did I mention role playing.) So when 3e introduced feats as a way to make characters distinct, I was excited. Now I have feat regret. </p><p></p><p>Distinct core abilities for each class. That's what D&D is. Classes. Feats dilute classes. Make them themes or something instead. Like the Druidic orders maybe. What's the diff you ask, between having a feat section vs. folding them into core theme abilities? Names = concepts = mechanics = play. That's why WoTC wants to call skills something else while trying to make them ability checks.</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 6105944, member: 46843"] I. Hate. Feats. There. I said it lol. I'm a strong supporter of distinct class abilities. Too much class blur and mechanics that allow everyone to do everything diminishes the D&D aspect, which makes it D&D. I know I feel this way because I started with the White Box and then went straight to AD&D, I'm sure. But fold feats back into classes as core abilities and options. A mechanic in which anyone can pick locks and find traps isn't class based and isn't D&D. Sorry. Need to open a locked door? Have the rogue pick it. Wait. No rogue? Have the wizard burn a slot for Knock. Wait. No wizard? Have the fighter break it down and alert nearby guards and monsters. Unless the cleric wants to burn a slot for Silence. Classes mean you need a team. Of classes. And different classes have different approaches, but at a cost. Combat feats? Make 'em ability checks. Your fighter will out bull-rush my wizard every time (well, if the d20 thing weren't so swingy). Spinning off core class abilities into a subsystem called feats adds needless complexity, requires system mastery, REQUIRES taxes, and blurs and dilutes classes. I admit having played AD&D for years that we started complaining that all the fighters started to look alike, because they were. (Except for role playing, weapon and armor choice, favorite player tactic, and did I mention role playing.) So when 3e introduced feats as a way to make characters distinct, I was excited. Now I have feat regret. Distinct core abilities for each class. That's what D&D is. Classes. Feats dilute classes. Make them themes or something instead. Like the Druidic orders maybe. What's the diff you ask, between having a feat section vs. folding them into core theme abilities? Names = concepts = mechanics = play. That's why WoTC wants to call skills something else while trying to make them ability checks. [/QUOTE]
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