Sunday, November 7, 2010

No Need For Feats

 Today, I would like to point out that there will be no need for a special or second tier of skills called Feats, as used in Dungeons and Dragons. Looking down the list of Open Source D20 Feats, the patterns become clear.

Quite a few Feats are dedicated to a +2 bonus to a particular ability or skill. In a purely skill based system, characters would focus on increasing their skill. While there will be 'pip' bonuses in our game based on items or spells, players will not earn Feats or use DPs to buy them. So, we can remove these from the list.




Proficiencies and specializations are covered by the simple progression of skills in our system, as are any 'improved' feats or other progressions. These feats are simply used by D&D to immitate a skill-based system, so those can be removed from the list.




Brewing, crafting, creating are all actual skills in our system, and do not require feats.




Combat and archery feats can be duplicated by skillful characters in our game. Cleave is handled by dividing attack dice between targets at the beginning of the round and felling them, etc.




Blind fighting is a skill. Ambidexterity (though no longer listed) is not relevent. I have known many people who are ambidextrous to varying degrees, but their success is still based on a core Atheticism. Though they can choose either hand to write with, they still need to train each hand to form the letters. The ability to train either, does not overshadow the limit of their overall ability to form beautiful letters. In other words, their natural overall ability defines the amazing quality of their ambidexterity. A swordsman fighting with two swords is defined as much by their footwork, as by any slight ease in training the off hand. Thus, training the off hand to use a shield, or a melee weapon is a skill, which is based on the Athletic Ability of the warrior. We will go more into combat later.




So, even though skill progression in our game eliminates the need for Feats, it in no way limits the number or variety of special or secretly held skills that may become available to the characters. Indeed, many role-playing efforts will revolve around gaining access to such teachers or learning oportunities.

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