L&L: Feats of Game Design (21 July 2014)

Post/Author/DateTimePost
#1

Ramzour

Jul 21, 2014 1:54:56

Here we discuss the new Legends & Lore column: Feats of Game Design

 

Here is the list of feats that will be available in the Player's Handbook

 

  • Alert
  • Athlete
  • Actor
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon Delver
  • Durable
  • Elemental Adept
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Lightly Armored
  • Linguist
  • Lucky
  • Mage Slayer
  • Magic Initiate
  • Martial Adept
  • Medium Armor Master
  • Mobile
  • Moderately Armored
  • Mounted Combatant
  • Observant
  • Polearm Master
  • Resilient
  • Ritual Caster
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skilled
  • Skulker
  • Spell Sniper
  • Tavern Brawler
  • Tough
  • War Caster
  • Weapon Master
#2

Youngy

Jul 21, 2014 2:07:12

There are definitely some very interesting looking feats there... Actor, Dungeon Delver, Elemental Adept, Inspiring Leader Mage Slayer, Ritual Caster, Skulker, Spell Sniper, War Caster are all sounding really good. (Bonus to Concentration checks for the last one?)

Interesting that they seem to have seperated the Armour Proficiency feats (Armoured - I would assume anyway) from the Armour Master feats...

 

Definitely looking forward to seeing what some of these feats actually do.

#3

Ramzour

Jul 21, 2014 2:12:13

New Feats that we haven't seen and my wild guesses for what they do.

 

  • Actor (instantly become the group's face?)
  • Crossbow Expert (maybe ignore the Loading property as a bonus action?)
  • Defensive Duelist / Dual Wielder (we saw Duelist, but not two feats like this)
  • Dungeon Delver (free Darkvision???)
  • Durable (pick an ability score, gain saving throw proficiency?)
  • Elemental Adept (change physical weapon damage into fire??)
  • Grappler (Advantage on Grapple checks, perhaps a new grapple move)
  • Heavily Armored / Heavy Armor Master (curious to learn the difference between these)
  • Inspiring Leader (martial healing?)
  • Keen Mind (gain Adv on one Intelligence based skill? and +1 Int?)
  • Lightly Armored / Moderately Armored (again, curious to know what these do)
  • Mage Slayer (not sure)
  • Martial Adept (free martial proficiency and +1 STR or +1 DEX?)
  • Mounted Combatant (as a bonus action, you can direct your mount to make a free bite or hoof/claw attack)
  • Observant (prof in Perception and Investigation?)
  • Resilient (gain a bonus to death saves?)
  • Ritual Caster (learn how to cast ritual spells from either the Wizard, Cleric, or Druid spell list?)
  • Savage Attacker (not sure)
  • Sentinel (not sure)
  • Sharpshooter (no penalties for long range and reduced penalties from cover)
  • Skilled (gain three skill or tool proficiencies)
  • Skulker (gain Stealth proficiency and a surprise attack damage bonus)
  • Spell Sniper (improved crit range for spell attacks and reduced penalties from cover)
  • Tavern Brawler (unarmed attacks deal 1d6 bludgeoning)
  • War Caster (bonus to Concentration checks?)
  • Weapon Master (pick a weapon, deal +2 damage?)

 

#4

thespaceinvader

Jul 21, 2014 2:22:51

Aaaand once more stuff like Linguist, presented in the same mechanical slots as stuff like Polearm Mastery.

 

Sigh.

#5

pukunui

Jul 21, 2014 15:18:41

thespaceinvader wrote:
#6

FallingIcicle

Jul 21, 2014 2:52:25

No Arcane Archer feat? Hmm.

#7

thespaceinvader

Jul 21, 2014 2:54:38

pukunui wrote:
#8

pukunui

Jul 21, 2014 19:19:45

FallingIcicle wrote:
#9

pauln6

Jul 21, 2014 3:00:07

Each feat will have more than one benefit though so linguist could include a bonus to intelligence, wisdom, or charisma, and/or some kind of interaction bonus to history, persuasion, intimidation, or deception.  They have separated armour proficiency from mastery so wizards won't be able to go from nothing to heavy armour master, which is cool.  Likely the proficiency feats will include proficiency in maybe a couple of martial weapons too probably allowing wizards going to light a choice of a couple of rogue weapons and medium armour martial weapons etc.  Nice to see that medium armour mastery isn't mirrored by light armour so an improvement is finally in the rules.

(Reply to #4)

1eejit

thespaceinvader wrote:
#11

edwin_su

Jul 21, 2014 3:13:54

It is was saidsome featswould give you access to some features of other classes.

 

  • Actor (add some bard? traits to your character)
  • Elemental Adept (add some scorcerer traits to your character)
  • Inspiring Leader (add some bard ? traits to your character)
  • Magic Initiate ( add some wizard  traits to your caracter)
  • Martial Adept ( add some fighter  traits to your character)
  • Savage Attacker (add some barbarian traits to your character)
  • Sentinel (add somepaladin? traits to your character )
  • Skilled (add some rogue expertise traits to your character)
  • Skulker (add some rogue sneaktraits to your character)
  • Tavern Brawler (add some monk? traits to your character)

 

#12

pauln6

Jul 21, 2014 3:23:34

I also think that feats may allow access to fighter expertise dice.  It would make sense if they bundled them into themed manoeuvres so Inspiring Leader could be two warlordy tricks plus a higher leel warlordy trick when you reach x level.  They could then bundle these into fighting styles that other classes can buy or that fighters can take to increase their expertise dice.

#13

1eejit

Jul 21, 2014 3:25:06

Maybe, but I don't think they'll be so convoluted in their mechanics.

#14

Youngy

Jul 21, 2014 3:32:48

pukunui wrote:
#15

pukunui

Jul 21, 2014 19:20:33

@edwin_su and pauln6: I don't believe either of you are on the right track. From what I've seen, the feats are all a little more unique and/or self-contained than that.

#16

pukunui

Jul 21, 2014 19:24:25

Youngy wrote:
#17

pauln6

Jul 21, 2014 3:39:31

pukunui wrote:
#18

pukunui

Jul 21, 2014 3:42:07

Unlikely, although they may yet surprise us with something like that. They withheld some stuff even from the alpha testers after all.

#19

Psikerlord

Jul 21, 2014 3:45:40

pukunui wrote:
#20

Psikerlord

Jul 21, 2014 3:49:34

 

yep heaps of great sounding feats, looking forward to getting the details, esp shield mastery, alert, heavy armour master and war caster.

#21

pauln6

Jul 21, 2014 3:50:23

I suppose spell sniper could allow sneak attack damage on cantrips with an attack roll on the assumption that you can't have high cantrip damage and high sneak attack.

#22

pukunui

Jul 21, 2014 3:52:36

Psikerlord wrote:
#23

thespaceinvader

Jul 21, 2014 3:53:52

pukunui wrote:
(Reply to #22)

pauln6

pukunui wrote:
#25

pukunui

Jul 21, 2014 4:02:18

thespaceinvader wrote:
#26

1eejit

Jul 21, 2014 4:09:47

Yeah it seems the leak has been shared on 4chan, reddit and other sites at this point. 

 

If the feats remain similar to that I'll be fairly happy overall. There are "trap" options, but they're really obvious ones so you'll only really take them if you prefer the RP flavour. 

#27

pauln6

Jul 21, 2014 4:13:32

pukunui wrote:
#28

JRutterbush

Jul 21, 2014 4:17:20

pauln6 wrote:
#29

pukunui

Jul 21, 2014 4:18:16

pauln6 wrote:
#30

pauln6

Jul 21, 2014 4:24:07

JRutterbush wrote:
(Reply to #30)

1eejit

pauln6 wrote:
#32

Emerikol.

Jul 21, 2014 4:51:55

Lightly armored, Moderately Armored, and Heavily Armored are the proficiency feats for those classes that don't start with proficiency.   They may give you something more as well but at minimum those provide proficiency.   Whereas the master stuff is advances uses of said armor.

 

Just my guess.

#33

Mephi1234

Jul 21, 2014 4:55:48

On the bright side, no potion brewing or scribe scroll.    

#34

pukunui

Jul 21, 2014 5:01:22

Mephi1234 wrote:
(Reply to #33)

AaronOfBarbaria

Mephi1234 wrote:
#36

Mephi1234

Jul 21, 2014 5:03:28

pukunui wrote:
#37

pukunui

Jul 21, 2014 5:07:34

Mephi1234 wrote:
#38

Mephi1234

Jul 21, 2014 5:11:23

pukunui wrote:
#39

Ramzour

Jul 21, 2014 5:12:16

I just had a neat idea. Feats will be a great way to reproduce the 4e Roles for Monsters. So if you want to make your Goblin a Brute, give them Tough or an Armor Feat. Or if you want the leader of the human thugs to be Artillery, then give him Crossbow Expert or Sharpshooter. Just slap on a Feat and BAM, instant monster customization.

#40

pukunui

Jul 21, 2014 5:19:10

Mephi1234 wrote:
#41

Mephi1234

Jul 21, 2014 5:20:25

pukunui wrote:
#42

JohnLynch

Jul 21, 2014 5:28:46

pukunui wrote:
#43

pauln6

Jul 21, 2014 5:37:48

1eejit wrote:
#44

Mephi1234

Jul 21, 2014 5:39:57

Rogues, paladins, and bards make excellent archers, not just rangers!   Well, the bard used to anyways*, but the paladin still gets the archery fighting styles like ranger and fighter, and rogues make scary good stealth-snipers.    As well, if the rumors of monk weapons are true, we can have very scary monk archers running around.

 

 

 

* Given that bardic inspiration is single other person now, how troublesome it is to self buff at all with magic, and we're at full caster-ness (leaving few levels for adding combat prowress), I'm kind of leery about how combat effective the skald is going to be.  

(Reply to #44)

1eejit

Mephi1234 wrote:
#46

Mephi1234

Jul 21, 2014 5:54:09

The loss of archer-din would be very sad.      And kind of annoying - while I'm all for traditional styles, its kind of annoying to be unable to play an untraditional style either.   

#47

mellored

Jul 21, 2014 6:09:37

IMO:

 

The "lesser" feats:

 

Athlete: +1 Str, gain proficency in...

Tough: +1 Con, gain proficency in...

Skilled: +1 Dex, gain proficency in...

Linguist: +1 Int, gain a language...

Observant: +1 Wis, gain proficenct in...

Actor: +1 Cha, gain proficency in...

 

 
#48

Person_Man

Jul 21, 2014 6:13:47

We've all seen this coming for a while, but I'm not happy with this. 

I hate Feats (and class abilities/spells/magic items) that provide "a number of small upgrades bundled together" or "a lesser benefit with a +1 bonus to a single ability score."  These fall into two categories:

 

  1. Things you feel obligated to take, because you use them all the time, and you're 5%ish less effective without them.  The best example of this is Implement Expertise and Weapon Expertise from 4E.  They're basically Feat taxes.  You either get your primary ability score up to 20 and/or take the +1 to attacks and/or +1 to your Save DCs with spells Feats, or you don't keep up with the AC/Saves of monsters, and you become LESS effective against them as you gain class levels. 
  2. Things that provide a minor fiddly bonus rarely.  The best example of this is 99% of the Skill related Feats from 3.5.  You use it maybe once per game, and it only matters if the result of your roll is right on the edge of failure and success. 


I was hoping that all of the 5E Feats would fall into the "significant new class feature that you'll use a lot" category. 

Also, it appears as some of the Feats will be very similar to the "permission based" Feats of 3.5/PF, which remove the penalty from something that you should be able to do normally without a penalty so that it actually becomes useful.  In 3.5/PF the best examples are the Improved Trip/Bull Rush/Grapple Feats - basically no one is going to Trip/Bull Rush/Grapple without the appropriate Feat for it because of the AoO/penalties you'd take - even though its supposed to be a default option available to all creatures.  In 5E, things it looks like Crossbow Expert will let you make multiple attacks with a crossbow, Polearm Master will let you make an Opportunity Attack on an enemy when they enter your reach with a polearm (by default, enemies provoke an OA when they LEAVE your reach, which makes you LESS effective at dealing Opportunity Attacks with a Reach weapon without this Feat), Tavern Brawler will let you use Unarmed Strikes effectively, and so on. 

Blerg. 
 

#49

mellored

Jul 21, 2014 6:36:51

Person_Man wrote:
#50

pauln6

Jul 21, 2014 6:52:04

Person_Man wrote:
#51

Gizmoduck_5000

Jul 21, 2014 7:28:04

pukunui wrote:
#52

Gizmoduck_5000

Jul 21, 2014 7:27:11

Person_Man wrote:
#53

Hitdice

Jul 21, 2014 7:36:51

Gizmoduck_5000 wrote:
#54

pauln6

Jul 21, 2014 7:38:35

Gizmoduck_5000 wrote:
(Reply to #7)

Teggerdine

thespaceinvader wrote:
#56

Gizmoduck_5000

Jul 21, 2014 8:06:04

pauln6 wrote:
#57

Gizmoduck_5000

Jul 21, 2014 8:07:20

Hitdice wrote:
#58

Cerius

Jul 21, 2014 8:10:59

As feats are a separate system and the game is designed to work with or without them, it looks like the perfect place to put things that a DM may want to restrict or ban.

#59

Lawolf

Jul 21, 2014 8:38:20

A few things I don't like about these feats. 

 

1) There is no way to significantly increase your spell damage. The best feat for spellcasters turns 1s into 2s on the damage roll and ignores resistance for a single element. Weapon users in general get more out of feats than spellcasters do. 

 

2) There are too many ways to gain opportunity attacks or reaction attacks. Mage Slayer, Polearm Master, Sentinel, etc. It will be standard for optimized PCs to use their reaction to attack.

 

3) Greatweapon Master is the only feat that significantly increases your damage. No other feat simply increases how much damage your deal. Everyone can cap out at 20 Str. After that, no feats really increase the damage you deal. But great weapon users can get a feat that increases their DPR by almost 50%. No other feat comes anywhere near to that kind of benefit.

 

The combination of these issues essentially means that players who opt out of choosing feats will fall behind feat users significantly when it comes to combat effectiveness. 

 

 

(Reply to #52)

Person_Man

Gizmoduck_5000 wrote:
#61

Caliburn101.

Jul 21, 2014 8:44:44

Eerongal wrote:
#62

mellored

Jul 21, 2014 8:54:01

Lawolf wrote:
#63

Hitdice

Jul 21, 2014 8:59:39

Caliburn101. wrote:
#64

Joe_the_Rat

Jul 21, 2014 8:59:45

pukunui wrote:
#65

Gizmoduck_5000

Jul 21, 2014 9:01:26

Person_Man wrote:
#66

Ramzour

Jul 21, 2014 9:07:21

Well that didn't take long.

 

Article: "Hey guys, here is a preview at the list of feats in the PH. Enjoy!"

Knee-Jerkers and Speculatists: "And here's a list about why we don't like these feats...."

Logic: "But, but these are just the names of the feats. We haven't actually seen what they do yet. You can't complain about something if you don't know what it really is."

Knee-Jerkers and Speculatists: "I shut my ears to logic and complain anyway!"

#67

JohnLynch

Jul 21, 2014 9:09:33

Lawolf wrote:
#68

1eejit

Jul 21, 2014 9:14:31

Gizmoduck_5000 wrote:
#69

Uskglass

Jul 21, 2014 9:16:37

Gizmoduck_5000 wrote:
#70

masterfat78

Jul 21, 2014 9:17:26

Hitdice wrote:
#71

masterfat78

Jul 21, 2014 9:18:41

Uskglass wrote:
#72

Gizmoduck_5000

Jul 21, 2014 9:19:14

1eejit wrote:
#73

Gizmoduck_5000

Jul 21, 2014 9:26:06

masterfat78 wrote:
#74

masterfat78

Jul 21, 2014 9:27:05

Gizmoduck_5000 wrote:
#75

JohnLynch

Jul 21, 2014 9:28:18

Gizmoduck_5000 wrote:
#76

Uskglass

Jul 21, 2014 9:29:12

masterfat78 wrote:
#77

iserith

Jul 21, 2014 9:30:05

thespaceinvader wrote:
#78

Gizmoduck_5000

Jul 21, 2014 9:33:07

JohnLynch wrote:
#79

Chakravant

Jul 21, 2014 9:34:04

42 Feats?  That's not a list, that's an insult.

#80

1eejit

Jul 21, 2014 9:35:33

Exactly, there should be at least 1500.

#81

Gizmoduck_5000

Jul 21, 2014 9:37:48

iserith wrote:
#82

Ramzour

Jul 21, 2014 9:39:49

Person_Man wrote:
#83

Chakravant

Jul 21, 2014 9:43:21

1eejit wrote:
#84

GhostStepper

Jul 21, 2014 9:45:06

Ramzour wrote:
#85

iserith

Jul 21, 2014 9:48:02

Gizmoduck_5000 wrote:
#86

pauln6

Jul 21, 2014 9:49:29

JohnLynch wrote:
#87

Uskglass

Jul 21, 2014 9:50:45

Chakravant wrote:
#88

Plaguescarred1

Jul 21, 2014 9:55:27

I like the direction of the feats for 5E, both as optional and stronger defining aspect of PC. 

#89

Chakravant

Jul 21, 2014 10:05:14

Uskglass wrote:
#90

Lawolf

Jul 21, 2014 10:21:41

JohnLynch wrote:
#91

Brock_Landers

Jul 21, 2014 10:22:15

The Lucky feat sounds absurdly powerful, or am I missing something.

(Reply to #47)

Orzel

mellored wrote:
#93

GhostStepper

Jul 21, 2014 10:34:35

Brock_Landers wrote:
#94

Sturmunddrang

Jul 21, 2014 10:34:38

Probably the biggest mistake for 3E was to have a massive spell list for casters and a small feat list for melee.  Although this got fixed with splat books, the initial imbalance it caused between the two types of classes, while no longer existing, is something people still think does because of the initial problem.

 

Looking at that list, it's an even smaller one...  but with the melee having so many crazy abilities, particularly the fighter, built right in, it might not cause as many problems... unless of course Heavy Armor Master and Great Weapon Master are as busted in the PHB as they were in the playtest.

#95

thewok

Jul 21, 2014 10:35:14

Spell Sniper sounds like it might have an Eldritch Spear-plus-type effect to it, which will let you increase the range and damage of single-target spells.  That would be cool.  Using Melf's Acid Arrow up to 250 feet or so, with an extra d6 of initial damage would be fun.

#96

Ashrym

Jul 21, 2014 10:37:21

Gizmoduck_5000 wrote:
#97

dmgorgon

Jul 21, 2014 10:41:06

It's nice to see a reduced feat list.   I just hope we don't end up with feat trees later on. 

#98

Ashrym

Jul 21, 2014 10:42:23

Chakravant wrote:
#99

Sturmunddrang

Jul 21, 2014 10:42:31

Ramzour wrote:
(Reply to #95)

1eejit

thewok wrote:
#101

GilbertMDH

Jul 21, 2014 10:48:24

Mike says “In terms of character concept, feats fall into two camps, representing either specialized training or a mechanical benefit tied to some specific aspect of your character.” If you look at the feats, this separation can be seen in how the feat name would be used in a sentence.

 

My character is known as being -

  • Alert
  • Durable
  • Heavily Armored
  • Lightly Armored
  • Lucky
  • Mobile
  • Moderately Armored
  • Observant
  • Resilient
  • Skilled
  • Tough

My character is a trained -

  • Athlete
  • Actor
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon Delver
  • Elemental Adept
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Linguist
  • Mage Slayer
  • Magic Initiate
  • Martial Adept
  • Medium Armor Master
  • Mounted Combatant
  • Polearm Master
  • Ritual Caster
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skulker
  • Spell Sniper
  • Tavern Brawler
  • War Caster
  • Weapon Master

 

#102

Chakravant

Jul 21, 2014 10:48:32

Ashrym wrote:
#103

Mephi1234

Jul 21, 2014 10:54:46

3e had around a 100 feats in their core book.     A goodly portion of those were item creations, metamagic, combat enabling feat taxes (weapon finesse / two weapon fighting), individual skill bumps, multiple "weapon style" feat chains, and Spell / Weapon focus style things.     

 

Item creation is now in the DMG, by all appearances.   This is good, because it often led to unbalanced games with players abusing the system.   Metamagic is now baked into the sorcerer class; spell school focused metamagic is basically now part of each wizard school subclass.   Feat taxes have, by large, been eliminated from being needed in the game.   You can TWF, shoot arrows, use finesse weapons, etc without needing a tax.   Skill bumps are basically now just a single feat instead of one for each.   Each weapon style feat chain has been consolidated into a single feat.    Focus-style feats are effectively just attribute bumps - does the same thing.   

 

 

With just a difference to how magic feats work, what exactly is wrong with the number of feats in the book?    By and large, it seems like all the stuff from 3.x core books is covered here (again, minus the metamagic and creating items).      What else would you put in?     I mean, I would love to see some racial feats, or something to enhance your background, but I can see where they'd want to just hit the basics.

 

 

From the looks of things, I would have to guess that most characters are going to end up with 2 or 3 feats.   Two or three attribute bumps to get your main class attribute to 20 (or two bumps and one of the +1 attribute feats).  Then picking up a weapon style for the martial / half-casters, and full casters will probably be grabbing Spell Sniper or War Caster for ranged / melee respectively as their "weapon style."   

 

 

After that?   I bet it will be a toss up between raising Wis/Con for more perception/hp, or grabbing general utility feats.    This will take place around level 16, so most people will never even get to that stage of the game.

(Reply to #49)

SwampDog

mellored wrote:
#105

mellored

Jul 21, 2014 10:58:54

SwampDog wrote:
#106

Sturmunddrang

Jul 21, 2014 11:02:13

Mephi1234 wrote:
#107

Chakravant

Jul 21, 2014 11:13:41

Mephi1234 wrote:
#108

dmgorgon

Jul 21, 2014 11:28:03

1eejit wrote:
#109

Hitdice

Jul 21, 2014 11:40:30

IMNSHO, Setting an ideal number of feats, working to meet it, and then stoping all feat production is a bad plan. beyong the PHB (or core three, I guess) content, I want WotC to introduce a new feat every time they feels there's a need for a new feat, and no more often. Whether we end up with 500 or 5,000 feats, so long as they're well thought out and suited to the 3 pillars of gameplay schematic, I'll be a very happy nerd.

#110

Mephi1234

Jul 21, 2014 11:59:27

Chakravant wrote:
#111

Mistwell

Jul 21, 2014 12:04:56

GhostStepper wrote:
#112

GhostStepper

Jul 21, 2014 12:13:44

Mistwell wrote:
#113

Sturmunddrang

Jul 21, 2014 12:14:28

Mistwell wrote:
#114

Chakravant

Jul 21, 2014 12:20:15

Mephi1234 wrote:
#115

Mephi1234

Jul 21, 2014 12:21:27

Sturmunddrang wrote:
#116

pauln6

Jul 21, 2014 12:53:51

Chakravant wrote:
#117

Cyber-Dave

Jul 21, 2014 12:31:36

Brock_Landers wrote:
#118

mellored

Jul 21, 2014 12:37:09

GhostStepper wrote:
#119

seti

Jul 21, 2014 12:35:09

I don't see anything here hinting at a feat tax, or even prerequisites. None of these feats, from just their titles, of course, seem like they'd have to have them. Which is, IMO, awesome.

 

I do wish there were more in the PHB. (or at least rules for splitting them apart) I read the article, so I know some will be minor and include a +1 to an ability score. That's good.

 

LOL, I never thought I'd be saying "gimmie more feats!" after 3e/PF and 4e. 

#120

Saelorn

Jul 21, 2014 12:36:22

I really, really hope that Medium Armor Master doesn't increase the maximum Dexterity bonus allowed while wearing medium armor.

#121

Ramzour

Jul 21, 2014 12:36:32

Sturmunddrang wrote:
#122

Brock_Landers

Jul 21, 2014 12:43:22

Cyber-Dave wrote:
#123

Ramzour

Jul 21, 2014 12:46:31

Cyber-Dave wrote:
#124

Sifaka

Jul 21, 2014 12:51:00

Taken with a huge dose of speculation until we see the PHB...
 
These look awesome!
 
I really like the idea of adding a class feature to expand the class you are playing and make it unique.  This plus backgrounds should offer a ton of role-playing hooks.  Ritual casing for my warrior?  Yes please. Sure you could do this in previous editions, but usually at a huge opportunity cost to your core competency.

#125

Mistwell

Jul 21, 2014 13:08:47

GhostStepper wrote:
#126

Sturmunddrang

Jul 21, 2014 13:38:14

Ramzour wrote:
#127

Chakravant

Jul 21, 2014 13:40:43

pauln6 wrote:
#128

Cennedi

Jul 21, 2014 13:41:20

May decide to allow feats in my game... guess it all depends. Still leaning towards keeping it mostly basic. 

(Reply to #121)

Person_Man

Ramzour wrote:
#130

Mephi1234

Jul 21, 2014 13:54:36

Saelorn wrote:
#131

dmgorgon

Jul 21, 2014 13:54:32

Ramzour wrote:
#132

pukunui

Jul 21, 2014 14:06:19

1eejit wrote:
#133

Mephi1234

Jul 21, 2014 14:28:17

Person_Man wrote:
#134

pauln6

Jul 21, 2014 14:32:27

Mephi1234 wrote:
(Reply to #4)

AriKanen

thespaceinvader wrote:
#136

Ramzour

Jul 21, 2014 14:30:56

Sturmunddrang wrote:
#137

Ramzour

Jul 21, 2014 14:32:19

dmgorgon wrote:
#138

Psikerlord

Jul 21, 2014 14:32:59

Lawolf wrote:
#139

Ramzour

Jul 21, 2014 14:40:00

Person_Man wrote:
#140

pauln6

Jul 21, 2014 14:42:55

Ramzour wrote:
#141

akaddk

Jul 21, 2014 14:49:32

thespaceinvader wrote:
#142

Mephi1234

Jul 21, 2014 14:51:34

pauln6 wrote:
#143

pukunui

Jul 21, 2014 14:52:58

Psikerlord wrote:
#144

Prom

Jul 21, 2014 14:54:25

From what I've seen of the feats, you don't need many. Those feats are very powerful. The beta play test and alpha play test has indicated this.

#145

Mephi1234

Jul 21, 2014 14:57:27

Also, why are we assuming that the Concentration bonus remains?    Wasn't there a tweet saying that there wouldn't be any Concentration boosting feats?   Or am I misrembering?

#146

pukunui

Jul 21, 2014 15:03:49

Mephi1234 wrote:
#147

Gizmoduck_5000

Jul 21, 2014 15:06:33

iserith wrote:
#148

Gizmoduck_5000

Jul 21, 2014 15:14:31

Saelorn wrote:
#149

pukunui

Jul 21, 2014 15:18:06

Gizmoduck_5000 wrote:
#150

Mephi1234

Jul 21, 2014 15:32:00

pukunui wrote:
#151

Gizmoduck_5000

Jul 21, 2014 15:44:19

pukunui wrote:
(Reply to #129)

Ashrym

Person_Man wrote:
#153

Ramzour

Jul 21, 2014 15:54:40

Gizmoduck_5000 wrote:
#154

pukunui

Jul 21, 2014 16:00:51

Gizmoduck_5000 wrote:
(Reply to #153)

Ashrym

Ramzour wrote:
#156

DLfan

Jul 21, 2014 19:02:36

thespaceinvader wrote:
#157

MechaPilot

Jul 21, 2014 19:05:32

DLfan wrote:
#162

Sturmunddrang

Jul 21, 2014 19:54:15

Saelorn wrote:
(Reply to #159)

DLfan

MechaPilot wrote:
(Reply to #157)

DLfan

MechaPilot wrote: