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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Why 3.5 Worked
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="Celebrim" data-source="post: 7884097" data-attributes="member: 4937"><p>Yes, yes, a thousand times yes.</p><p></p><p>This is one of the several reasons that any Feat which wasn't core I wanted to individually review and if needed rewrite before I added it to my game.</p><p></p><p>I love feats. I've written a lot of them. But the Feat mechanic is very deceptive from a design standpoint. Feats are short little bits of rules. So, you might suppose that Feats are easy to design. Ideally, you really only need to write a sentence or two. Certainly, tons of publishers acted like Feats are easy to design. But designing a good Feat is actually really difficult, because what a Feat really does or ought to do is interact with some subsystem of your rules. And what too many feat designers tried to do is make Feats that were little rules subsystems in and of themselves. And the result of that is, among other things, exactly what you are talking about here.</p><p></p><p>A feat should not by its existence imply a restriction in what is possible unless that restriction preexists the feat. A feat can say, "Normal: There is a restriction. Benefit: This restriction is partially removed." But a feat should never create a new restriction on characters who don't have the feat. Ones that particularly annoyed me were feats that implied, for example, only someone who has the feat can throw an opponent in a grapple. They'd codified the rules for throwing an opponent in the feat, rather than codifying the rules for throwing something as a standard combat maneuver, and then having a feat "Hey, you know Judo!" that made you good at it.</p><p></p><p>This is a specific example of a general rule that a feat should never have a remote side effect in the rules. You should never need to know a feat exists in order to know what the rules are. Only the feats that the characters involved in an action have should be relevant. You shouldn't need to know all 600 or 6000 feats in order to know what the rules are.</p><p></p><p>Again, no brand management. Rather than extending the basic rules, so much of the rules of 3e ended up silo'd off to specific Feats or PrCs as the "answer" for how limitations in the basic rules would be solved. But that really only made the problem worse.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7884097, member: 4937"] Yes, yes, a thousand times yes. This is one of the several reasons that any Feat which wasn't core I wanted to individually review and if needed rewrite before I added it to my game. I love feats. I've written a lot of them. But the Feat mechanic is very deceptive from a design standpoint. Feats are short little bits of rules. So, you might suppose that Feats are easy to design. Ideally, you really only need to write a sentence or two. Certainly, tons of publishers acted like Feats are easy to design. But designing a good Feat is actually really difficult, because what a Feat really does or ought to do is interact with some subsystem of your rules. And what too many feat designers tried to do is make Feats that were little rules subsystems in and of themselves. And the result of that is, among other things, exactly what you are talking about here. A feat should not by its existence imply a restriction in what is possible unless that restriction preexists the feat. A feat can say, "Normal: There is a restriction. Benefit: This restriction is partially removed." But a feat should never create a new restriction on characters who don't have the feat. Ones that particularly annoyed me were feats that implied, for example, only someone who has the feat can throw an opponent in a grapple. They'd codified the rules for throwing an opponent in the feat, rather than codifying the rules for throwing something as a standard combat maneuver, and then having a feat "Hey, you know Judo!" that made you good at it. This is a specific example of a general rule that a feat should never have a remote side effect in the rules. You should never need to know a feat exists in order to know what the rules are. Only the feats that the characters involved in an action have should be relevant. You shouldn't need to know all 600 or 6000 feats in order to know what the rules are. Again, no brand management. Rather than extending the basic rules, so much of the rules of 3e ended up silo'd off to specific Feats or PrCs as the "answer" for how limitations in the basic rules would be solved. But that really only made the problem worse. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Why 3.5 Worked
Top