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New Design & Development: Feats

M.L. Martin

Adventurer
Never rains but it pours.

http://www.wizards.com/default.asp?x=dnd/drdd/20071126&authentic=true

Those of us familiar with SWSE will recognize some of this (the 'repurposing' of feats, the new Toughness), but other elements are new. I note that tiers now are used to categorize feats, and judging from the PH blurb, probably class options as well.

One of the most useful and popular additions to Dungeons & Dragons that appeared in 3rd Edition was the concept of feats: special bonuses, benefits, or actions that characters could acquire outside their normal class features.

Throughout the lifespan of the edition (and even between the covers of the Player’s Handbook), the potency, utility, effect, and coolness of feats have varied widely.

Some feats offer utilitarian but unexciting benefits, while others grant characters entire new options in combat. It’s hard to argue with the utility of Alertness, Improved Initiative, Weapon Focus, or even (for 1st-level wizards and sorcerers) Toughness, but that same feat slot could purchase Power Attack, Rapid Shot, Spring Attack, or Empower Spell.

When we started talking about feats for 4th Edition, we already knew that we wanted the bulk of a character’s powers—the exciting actions he performs in combat—to come from his class. Even character classes that hadn’t traditionally offered class-based power options (that is, non-spellcasters) would now acquire these special attacks, defenses, maneuvers, and so on directly from their class’s list of such abilities.

Once that decision was made, a lot of the most exciting feats suddenly looked more like class-based powers. Spring Attack, for example, now looked an awful lot like a power for the rogue or melee-based ranger, rather than a feat that just anybody could pick up. Manyshot, Whirlwind Attack, Two-Weapon Fighting, Shot on the Run—these were specialized powers appropriate for particular character archetypes.

So what design space did that leave for feats? After some discussion, we came to see feats as the “fine-tuning” that your character performed after defining his role (via your choice of class) and his build (via your power selections). Feats would let characters further specialize in their roles and builds, as well as to differentiate themselves from other characters with similar power selections.

They would accomplish these goals with simple, basic functionality, rather than complicated conditional benefits or entirely new powers that you’d have to track alongside those of your class.

Here are four examples of feats taken from the latest draft of the 4th Edition Player’s Handbook. The first two demonstrate the minor evolution of familiar favorites from 3rd Edition, while the other two show off some new tricks. As always, nothing’s final until you read it in the printed book, so take these with a grain of salt.

Toughness
Tier: Heroic
Benefit: When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.

Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.

First Reaction
Tier: Paragon
Benefit: If you are surprised, you may spend an action point to act during the surprise round.

Golden Wyvern Adept
Tier: Paragon
Benefit: You can omit a number of squares from the effects of any of your area or close wizard powers. This number can’t exceed your Wisdom modifier.
 

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Rechan

Adventurer
Spring Attack, for example, now looked an awful lot like a power for the rogue or melee-based ranger, rather than a feat that just anybody could pick up.
Huh. Here I was anticipating the ranger would be archer-only, or archery-focused, sort've like how the Warlord has few ranged attacks.
 

Ugh, more class straight jackets. Sorry fighter, spring attack is too "rogue-y". Oh you want to shot on the run? Congradulations, it comes packaged with favored enemies, animal companions and divine spells. This is one of the first bits of news that has me seriously worried.
 



KoshPWNZYou

First Post
ehren37 said:
Ugh, more class straight jackets. Sorry fighter, spring attack is too "rogue-y". Oh you want to shot on the run? Congradulations, it comes packaged with favored enemies, animal companions and divine spells. This is one of the first bits of news that has me seriously worried.

I'm sure those will all be available as powers on separate talent trees. No packages or straight-jackets -- just choose whichever options you'd like.

And the ability for a fighter to choose a rogue-like power will grow out of whatever form multiclassing takes. So if you want to be a fighter with spring attack, you essentially want to be a fighter with a rogue-like tendency. Makes sense.
 

FadedC

First Post
Sounds like you might be able to multiclass to get spring attack for your fighter, though it's unclear exactly how this will work. Personally I have no problem with not every ability being available to every class, nor do I have a problem with ability packaging.
 

D_E

Explorer
Rechan said:
And we now have the next three threads' dramatic topic.

Here I thought it was going to be the Golden Wyvern thing.

That's what I was going to go off on! :D

I hate those names. I really do. I was really hoping that whole Wizard implement article would be dropped, but looks like it's in for good.
 

Irda Ranger

First Post
Rechan said:
And we now have the next three threads' dramatic topic.

Here I thought it was going to be the Golden Wyvern thing.
They're both excellent opportunities for complaint! I'm sure someone will latch onto them.

I'm also concerned about the "non-woodsey Dex Fighter" being a non-option. Unless the Rogue is now the Swashbuckler in all but name. But then, who's the assassin/spy? I'm also hoping you can be a non-priest Archer. I did not like how in AE you had to go all "mystic hawk warrior" to be a good archer, and I would not like the same for D&D.

"Wyvern Adept" is a small complaint compared to that.
 

Rechan

Adventurer
I will say: Alertness and Toughness actually look like decent feats. Well, Alertness is really subjective - how often do you expect to get jumped? Still, it's better than just "Here's a plus to some stats"; it's that AND 'haha no surprising me pal'.

Toughness giving a flat extra HP every level is actually a good investment.
 

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