Virtual Front Porch Pages

Friday, March 22, 2013

Complexity Creep

From the get-go, the D&D Next team has insisted that there would be a simple and streamlined core game, to which layers of complexity could be added if desired. However, it seems that with each new playtest packet, complexity is creeping back into the rules. One good example is with the role of feats.

Feats are no longer optional because some classes (e.g., fighters and rogues) get bonus feats as part of their class features. Not using feats would cripple these classes in comparison to, say, the paladin or cleric. Core class abilities like the rogue's Open Lock and even the ranger's Dual Wielding must now be handled by feats. Even some traditional actions like Bull Rush have been redesigned as feats; in other words, you can't perform a Bull Rush action if you don't have the feat. Of course, rogues would spend feats to acquire abilities like Pick Pockets, and fighters would spend feats to acquire abilities like Disarm, but now, unless they make some major changes, feats are a mandatory part of the core game.

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