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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Imaculata" data-source="post: 8186936" data-attributes="member: 6801286"><p>They may be bad options, although cross class skills can be a very worth while investment depending on the skill. But they are not 'trap' options, in the way Magic the Gathering uses that term. Picking them will not result in a bad character.</p><p></p><p>Take for example the Alertness feat, which gives a +2 on Listen and Spot checks. Arguably any feat that just gives 4 extra ranks in skills is a bad feat, because a character gains plenty of skillpoints each level, and only a new feat each 3 levels. Feats there for are a very valuable power increase, and should not be wasted on gaining extra ranks in skills. The only reason one should even consider taking this feat, is if it is a requirement for another feat.</p><p></p><p>But a bad feat is not by definition a trap. Picking the skill will not break your character build, or make you a whole lot less effective than your other party members. Character builds in 3e do not require optimization the way a deck in Magic the Gathering does.</p><p></p><p>Magic the Gathering, and the MMO Guild Wars (which borrows the design principles of MtG, and which I am VERY familiar with), focus a lot on build synergy. In GW, the player has only 8 skills (much like a hand of cards). So picking skills that work well together is paramount for making a strong character. Character building in 3e is not like that. There is far less focus on feat synergy in 3e's design. It isn't like Magic the Gathering at all. There are no trap options.</p><p></p><p>If you want to make a strong character in 3e, it does help to specialize in something that builds upon the strengths of your class. Turning your squishy caster into a front line fighter is probably not a good idea. But turning your fighter into a tank, by picking lots of feats that increase his AC, will easily make you excel in that one thing. Other things you can specialize in are damage, critical range, mobility, attacks of opportunity, ranged combat, etc., to name a few. But despite all of the character build options, building a character in 3e never goes that deep as Magic the Gathering or Guild Wars. You will never end up with a character that picked the wrong skill or feat and now sucks. It is not that kind of system.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8186936, member: 6801286"] They may be bad options, although cross class skills can be a very worth while investment depending on the skill. But they are not 'trap' options, in the way Magic the Gathering uses that term. Picking them will not result in a bad character. Take for example the Alertness feat, which gives a +2 on Listen and Spot checks. Arguably any feat that just gives 4 extra ranks in skills is a bad feat, because a character gains plenty of skillpoints each level, and only a new feat each 3 levels. Feats there for are a very valuable power increase, and should not be wasted on gaining extra ranks in skills. The only reason one should even consider taking this feat, is if it is a requirement for another feat. But a bad feat is not by definition a trap. Picking the skill will not break your character build, or make you a whole lot less effective than your other party members. Character builds in 3e do not require optimization the way a deck in Magic the Gathering does. Magic the Gathering, and the MMO Guild Wars (which borrows the design principles of MtG, and which I am VERY familiar with), focus a lot on build synergy. In GW, the player has only 8 skills (much like a hand of cards). So picking skills that work well together is paramount for making a strong character. Character building in 3e is not like that. There is far less focus on feat synergy in 3e's design. It isn't like Magic the Gathering at all. There are no trap options. If you want to make a strong character in 3e, it does help to specialize in something that builds upon the strengths of your class. Turning your squishy caster into a front line fighter is probably not a good idea. But turning your fighter into a tank, by picking lots of feats that increase his AC, will easily make you excel in that one thing. Other things you can specialize in are damage, critical range, mobility, attacks of opportunity, ranged combat, etc., to name a few. But despite all of the character build options, building a character in 3e never goes that deep as Magic the Gathering or Guild Wars. You will never end up with a character that picked the wrong skill or feat and now sucks. It is not that kind of system. [/QUOTE]
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