
Khevtol |
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My group was somewhat interested in this playtest, so we made some quick characters and ran them through a scenario. While there is a lot to like about this playtest, the major sticking point we had is how impact feats feel and how it affects character builds.
Background
- Feats try to act a bit more like 4e powers, so they end up defining most of what your character does, especially if you are a martial character
- You get 3 feats at first level (ancestry, background skillfeat, class), and roughly 1.5 feats a level
- You end up with around 5 ancestry feats, 11 skill feats, 5 general feats and ~11 class feats at 20th level
- Given most players play at lower levels, and advance at most once per session, most characters will only have a handful of feats, and wait at least a week irl to get a new one.
Our Issues
- Many Feats lack impact - It just doesn't feel good to spend your limited feat choice on a small skill bonus or situational action (hobnobber, diehard, experienced tracker...hell every general feat really).
- Dedication/Gate feats suck - Given you have to wait 2 levels between each class feat, having the two feat requirement really really hurts. So do adopted ancestry, and things like pirate spellcaster dedication where it feels like skipping your feat choice and having to wait a few weeks for any real abilities.
- Pushes Hyper-specialization - With so few feat slots, and feats doing so little, the system seems to encourage spending all your feats on your one "thing" and not branching out. It would help to either have more feat slots (esp skill/general) or just bundle situational abilities and make each feat a big impact moment.
- Actions locked behind skill feats - Having to tell a player that they can't try to train an animal, trick a magic item or even pickpocket someone without the proper feat sucks. For that kind of action, the feat really should improve the existing action, or let you succeed without a roll.
- Too many interesting things are use restricted or way too high level - For example getting a climb speed is apparently a level 15 thing and its flat out impossible to non-combat shapeshift without burning a resource. It would be nice to have more play defining abilities at lower levels and have more unconditional abilities in general.
There is a lot of good stuff in the playtest, and hopefully the feat system is improved to bring it to the same standard.