WotC Blogs II

JVisgaitis said:
This is a wild shot in the dark, but this is what I think he means. I think we'll see more stuff like the Spelltouched Feats in Unearthed Arcana i.e. Feats that define something about your character making him unique as opposed to just giving a bonus.

I think Feats that allow you to take something that's just a perk ability like Martial Weapon Proficiency giving you aptitude with a longsword won't be available anymore. Seems like they have some new system of handling rules changes like that. Probably done through Talent trees.

Who knows? It could be anything, but I'm sticking with this as I think it sounds cool. :D

I've often played with the idea of giving people things like Power Attack for free. After all, it's not something that's going to 'break' the game if the mage can use Power Attack as a maneuver or the Rogue can occassionally get a few extra points of damage in. Never got around to it though...
 

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I think he is arguing for more feats like the various Eberron racial feats (warforged Mithril Body, for example, or the shifter feats) which help make your character seem more like an individual, over feats which provide incremental mechanical benefit, but little else (like Skill Focus). Also, he seems to be condemning feats which work to create additional loopholes and exceptions in the rules. Namely, he is condemning the feats that say "normally, you can't do this, but now you can". In this case, the adjacent system would be the other core rules and class abilities.

Of course, it is more than a little confusing... I suppose he is not used to blogging just yet.
 

JoeGKushner said:
I've often played with the idea of giving people things like Power Attack for free. After all, it's not something that's going to 'break' the game if the mage can use Power Attack as a maneuver or the Rogue can occassionally get a few extra points of damage in. Never got around to it though...

You know, I had a similar thought a while back. Take things that anybody with even a little training should be able to, and make 'em universal--but then have feats that make you better at it. For instance, anyone can Power Attack, but the feat makes you better (maybe has a higher cap, and gives you the 1.5 damage on a two-handed weapon). Anyone can use their Dex with a light weapon, but Weapon Finesse lets you apply it to weapons that aren't normally applicable. That sort of thing.

Like you, though, I never got around to actually doing it.
 

Mouseferatu said:
You know, I had a similar thought a while back. Take things that anybody with even a little training should be able to, and make 'em universal--but then have feats that make you better at it. For instance, anyone can Power Attack, but the feat makes you better (maybe has a higher cap, and gives you the 1.5 damage on a two-handed weapon). Anyone can use their Dex with a light weapon, but Weapon Finesse lets you apply it to weapons that aren't normally applicable. That sort of thing.

Like you, though, I never got around to actually doing it.

Mearls did this to some degree in Iron Heroes with Combat Challenges. Take a set penalty to hit or defense, gain some benefit. So, take a -2, -4, or -6 to hit and gain +1, +3, or +6 to damage. Power Attack had the advantage that you could choose how big a penalty you had, and was more efficient for damage, but with the challenges anyone could make a less accurate but more damaging strike. Another challenge was the poor man's version of Combat Expertise.
 

Well I can think of things like Defensive Fighting vs. Combat Expertise.

I also don't think we'll have too much +2/+2 to skill feats unless they offer something else.

It's possible that disarming, sundering and tripping won't provoke AoA's so improved disarm, improved sunder and improved trip are going to be different.
 

We get a few hints in Mike Mearls' new entry which focuses on "bad rules" and why certain rules are bad. It's a good read, so I quoted it all. I've highlighted the more specific hints.

Mike Mearls' blog said:
The days are really starting to blur by, as each week brings a new micro-deadline. We're doing a development pass on the Player's Handbook for the next month or so, cleaning up bits that didn't work in the last playtest and making sure everything fits together. It's a little daunting.

The best comment I think we can get over a change is something like, "But that's how I've always been doing it." That's a good sign that we're on the right track. I think people have a natural tendency to use games in the most fun and interesting way possible. Games that push back, that drive the player away from fun or interesting possibilties, either get a dose of house rules or end up gathering dust in the back of the ole game closet.

There's nothing more frustrating than reading a game that is so close to being fun, but in the end shoots itself in the foot with a bad rule or some other misstep. We've been developing feats this week, and there's a lot of that going on. Few people like the Dodge feat in 3e, and it's development's goal to avoid creating feats that fall into the category in 4e.

No one ever sets out to design bad rules. Most of the time, mistakes happen for a few different reasons:

1. The designers fail to see the full impact of the rules they've made. A rule in isolation might look fine, but combine it with other aspects of the game and it falls apart. It sounds fine that a PC who tries to stand up provokes, but it falls apart when you add in Improved Trip and spiked chains. D&D falls victim to this all the time.

2. Fun loses out to some other concern. This one is hard to design, but it's pretty common in all sorts of games. For instance, I hate games where it's common for one player to lose a turn. It's a clumsy, un-fun penalty. At least with a negative modifier or restriction the player still gets to do something.

The trickiest factor here is challenge vs. fun. The best games make losing fun. The last time I played Car Wars, my vehicle was the first one shredded, but I didn't mind because it gave me an excuse to floor it and ram one of the other cars head on.

3. Consistency trumps common sense. People like to throw around the word elegant to describe rules, but elegance doesn't necessarily equate with good or fun rules. Is chess inelegant because all the pieces move different ways? Too often, we equate elegance with consistency. To me, elegance is using the minimum amount of effort to achieve the maximum amount of fun.
 


I thought that an "adjacent system" was something like grappling, tripping or sundering. Maybe AoOs or Turning Undead. I think he's talking about feats that invoked those systems somehow. Like sundering with an attack of opportunity or something. Or getting a bonus to your AC if someone takes an AoO on you.
 

Re: feats as background.

Not sure I exactly agree with this sentiment. While I understand the philosophy...it also makes me wonder isn't the player suppose to come up with the background for a feat. Let me explain what I mean...

If I have a wizard who has martial weapon proficiency that does tell me something about my character(if I want it to) and is open enough that different players can come up with different character reasons for possesing this particular feat. Perhaps my father was a warrior who favored this particular weapon and trained me from a young age, or at some point in my life I was forced to use the weapon to survive and realized I had a natural aptitude with it.

Now I have nothing against the type of feats like fiendish heritage for sorcerers or the Dragonmarks from Eberron...but they are much more limiting as far as PC background is concerned. It ties you to a specific world concept and while it's not a bad idea, I'm not sure I would want all feats to be that way.

I guess I feel like this is a step further in the direction of stricter definition of character but I feel like if WotC isn't careful with this philosophy it could go the route of being more hampering to a player creating a specific concept. Guess we'll have to wait and see.

Everything else in the blog, if it means what I think it means, seems like really good ideas.
 


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