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Switch to Forum Live View D&D Next Q&A: Weapon Dice, Sorcerer, Warlock & Feats
4 months ago  ::  Jan 24, 2013 - 7:08AM #31
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,472

Jan 24, 2013 -- 4:24AM, Uskglass wrote:

Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.




And that's pretty much the definition of feat tax.    




Not even close.  If there is no requirement to take the feat, and there isn't, it cannot be a tax.  There is only one way the Charge feat can be a tax, and that is if every single melee fighter MUST take it in order to function properly, and at this time that just isn't the case.

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4 months ago  ::  Jan 24, 2013 - 7:09AM #32
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,472

Jan 24, 2013 -- 4:41AM, Uskglass wrote:

Jan 24, 2013 -- 4:34AM, GMforPowergamers wrote:

Jan 24, 2013 -- 4:24AM, Uskglass wrote:

Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.




And that's pretty much the definition of feat tax.    




Ok now I am confused? Everyone can do X, everyone can do Y, if you take this feat you can do BOTH x and y. How is that a tax




Because it lets you do both with a single action. It's so good it becomes almost mandatory for a melee class.
 




That's your CHOICE, not a tax.

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4 months ago  ::  Jan 24, 2013 - 7:26AM #33
Orzel
Date Joined: Aug 22, 2007
Posts: 3,215
Next's Charge and Shift are so situational that balance is a minor issue.

The real issue people are having now is how Charge is implemented not what it is implemented as. Many want things like Charge to be mechanically "better" than Move+Attack like past editions. But that Old Charge cannot be a feat as it grants too much power too frequently. Old Charge can only be implement as an option written directly in the core.

The power of an option will be directly proportional to where it is printed.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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4 months ago  ::  Jan 24, 2013 - 7:41AM #34
Orzel
Date Joined: Aug 22, 2007
Posts: 3,215
Mechanical Feat Tax: A feat needed to fix glaring mathematical flaws in the main system.

Conceptual Feat Tax: A feat required to play a very common concept within the game system. A mechanical feat tax for a very common concept.

A Really Really Good Feat: A feat that is so good mechanically that it is very difficult to pass up a some point in the game.

That's my definitions.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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4 months ago  ::  Jan 24, 2013 - 8:18AM #35
Uskglass
Date Joined: Oct 17, 2007
Posts: 925

Jan 24, 2013 -- 7:41AM, Orzel wrote:

Mechanical Feat Tax: A feat needed to fix glaring mathematical flaws in the main system. Conceptual Feat Tax: A feat required to play a very common concept within the game system. A mechanical feat tax for a very common concept. A Really Really Good Feat: A feat that is so good mechanically that it is very difficult to pass up a some point in the game. That's my definitions.




Those seem sensible.

I admit I overdid it by calling Charge a feat tax, but I wanted to raise a concern about the potential issues with the proposed approach.

I mean, feats (and specialities) were supposed to be entirely optional initially, on a player by player choice, even within the same group. Now they provide gameplay and class defining options. Hence my perplexity.

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4 months ago  ::  Jan 24, 2013 - 8:33AM #36
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,596

Jan 24, 2013 -- 7:08AM, Maxperson wrote:

Jan 24, 2013 -- 4:24AM, Uskglass wrote:

Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.




And that's pretty much the definition of feat tax.    




Not even close.  If there is no requirement to take the feat, and there isn't, it cannot be a tax.  There is only one way the Charge feat can be a tax, and that is if every single melee fighter MUST take it in order to function properly, and at this time that just isn't the case.





Even better...no fighter is entirely ranged or melee unless they up and decide not to carry a melee and ranged weapon.  Even a strength based fighter can have a ranged weapon, and be effective with it.

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4 months ago  ::  Jan 24, 2013 - 8:50AM #37
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,596

Jan 24, 2013 -- 8:18AM, Uskglass wrote:

Jan 24, 2013 -- 7:41AM, Orzel wrote:

Mechanical Feat Tax: A feat needed to fix glaring mathematical flaws in the main system. Conceptual Feat Tax: A feat required to play a very common concept within the game system. A mechanical feat tax for a very common concept. A Really Really Good Feat: A feat that is so good mechanically that it is very difficult to pass up a some point in the game. That's my definitions.




Those seem sensible.

I admit I overdid it by calling Charge a feat tax, but I wanted to raise a concern about the potential issues with the proposed approach.

I mean, feats (and specialities) were supposed to be entirely optional initially, on a player by player choice, even within the same group. Now they provide gameplay and class defining options. Hence my perplexity.




you can still play without feats and say, "I am charging this guy", (just sticking with the charge motif because it actually is a good example of where there is a feat but you could say your doing it without having the feat) all that means is you move your speed and attack in fact that provides clearer gameplay for the basic game.  

Basically the question was more related to things such as parry.  You don't need to be a fighter to say, "I parry the attack", even if it was a hit a rogue could still say this and say he parried the blow but doing so is taxing and drains him of however much damage he just took that didn't drop him to below 50% HP (the 50% thing is even negotiable since the only attack that truly hits home is the one that drops you below 0 hit points).  You don't need the parry ability of the fighter to say you parried an attack the fighter just gets a bonus when he does it.

Another example would be persuading someone to do something.  You don't need the persuasion skill in order to do it you can do it with just straight skill modifiers.  The skill training just offers a bonus while doing it.  Notice how nothing in the skill list has declared trained only usages.

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4 months ago  ::  Jan 24, 2013 - 9:15AM #38
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,785

Jan 24, 2013 -- 8:50AM, SleepsInTraffic wrote:




you can still play without feats and say, "I am charging this guy", (just sticking with the charge motif because it actually is a good example of where there is a feat but you could say your doing it without having the feat) all that means is you move your speed and attack in fact that provides clearer gameplay for the basic game.  




I would worry that the player might expect his momentum to mean something even in a basic game.   I guess it really all depends on how frequently you award Advantage.    If you give it out for simple things like having higher ground, but don't award it for charging then players might not understand.  

 

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4 months ago  ::  Jan 24, 2013 - 9:34AM #39
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,596

Jan 24, 2013 -- 9:15AM, dmgorgon wrote:

Jan 24, 2013 -- 8:50AM, SleepsInTraffic wrote:




you can still play without feats and say, "I am charging this guy", (just sticking with the charge motif because it actually is a good example of where there is a feat but you could say your doing it without having the feat) all that means is you move your speed and attack in fact that provides clearer gameplay for the basic game.  




I would worry that the player might expect his momentum to mean something even in a basic game.   I guess it really all depends on how frequently you award Advantage.    If you give it out for simple things like having higher ground, but don't award it for charging then players might not understand.  

 





See us older players might think that...but a new player?  This is one of those areas where you gotta ask the question: do we follow tradition or do we drop the tradition because moving forward and attacking can always be described as a charge: To attack violently, or To rush forward in or as if in a violent attack? I mean giving a static bonus to charging doesn't even seem all that correct as situationally charging can be a terrible idea.

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4 months ago  ::  Jan 24, 2013 - 9:39AM #40
Mand12
Date Joined: Jun 17, 2010
Posts: 17,016
We can make the design decision that we don't want the "charge package" to be so dominantly powerful, as it ended up in 4e.  That decision then informs lesser decisions, like whether or not charging gains a bonus of some kind to the attack inherently.
D&D Next = D&D:  Quantum Edition
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