Since this thread is moving to a discussion of feats vs skills, Larsen, here's something to consider:Originally posted by Larsen E. Whipsnade:
BluWolf wrote:
"Larsen I'm intersted in why you think feats as a mechanic are at their core a bad thing in a Traveller setting?"
Mr. Wolf,
IMEHO, a skill is a skill is a skill. Levels in an aircraft skill should be the same for all players. With feats, a PC with aircraft-2 and 'stunt flying' is better at a certain group of actions than a PC with aircraft-4. The players should 'role play' their actions and not rely on game mechanics to 'roll play' their actions. If you think you can stunt fly, do it so that you and the GM can decide and not some paragraph in the rule book. If you think you can inspire loyalty in a follower or followers, do it and don't rely on a 'feat' to give you automatic lackeys.
You've got skills already. You've got the stats already. Why do you need 'feats'? Other than to provide you with more automatic skills and resources under a conveniently different name that is.
"There are a lot of feats I agree with you about maninly from other settings that just have no place in a paricular meileiu but do you think the mechanic itself is flawed?"
The mechanic is not flawed. I believe it just suits certain mileaus or genres better than others. If I were running a high fantasy game, superheroes, pulp, Traveller as Lensmen, or a whole host of other mileaus, then feats would fit very nicely indeed. Seeing how psionics training works; each skill you try to learn after the first has a -DM attached, certain feats may be applicable to Traveller psionics; psions seem to have a knack for certain psionic activities. However, for me Traveller has always been relatively ordinary people in extra-ordinary setting; i.e. that Traveller PC could be me born in the 57th Century.
Finally, I'm a fan of simplicity and 'feats' is just another goofy mechanic the players and GM need keep track of. You can stunt fly or inspire followers with out feats, so why do you really need them? Unless you want things to be a matter of 'rolling' and not 'role-ing'.
Sincerely,
Larsen
Feats are either innate attributes or are on/off abilities with no gradations of success. These two concepts of feats are both present in d20 game design. Skills are learned, and always have the chance to fail.
I think feats have the following place in any d20 game design: (1) they allow a character class to progress in a radically different pattern than another class. Example: the D&D fighter relies on feat progression to become powerful; other character classes generally rely more on skills (or magic, in that system). T20 has not yet used this inherent potential in the game system, as all the classes have the same feat progression, but it's there. I think it's very important for the classes to be distinct - it helps in roleplaying to know who you are. One could argue that pure roleplaying would overcome homogenous character classes, but I don't think it can. Or at least, why create the obstacle? Varied character classes are a good thing, and feats help provide the variation. I repeat, T20 has not done this with the existing character classes - I thinks it's one of the signal flaws in the T20 design - Hunter and MJD missed an opportunity, there.
(2) IMHO adding a roll to certain role-played situations improves the situation. I can add a bonus for good ideas or presentation into a player's bluff check, and yet I'm neither letting the characters slide because of the story line nor being too tough on them because "who would believe that?" It makes GMing easier in resolving details, and the players don't think I'm being unfair when they fail at a stupid idea. Recently we had a great situation where a hijack went bad. The ship's troops burst into an area where the players (the hijackers) and an innocent bystander (an ugly alien) were gathered. The players pointed their fingers at the alien and yelled (basically) "there's the hijacker!" Now, normally, I would have ruled "no way." But I let the player roll, with a massive negative modifier. He rolled a 20. With this incredible stroke of luck, the players bought enough time to dash to an airlock and get out to a shuttle, the pursuit hot behind them. The feeling of a skin-of-their-teeth escape was exhilarating for them, and it would never have worked out that way if the role of chance hadn't been introduced into the roleplayed encounter. A lot of purist old-school GMs would disagree with me, and I won't dispute their view either - I just want to point out how the system can help the suspended disbelief and the excitement of the game without eliminating roleplaying at all.
As to followers, one more point. D&D traditionally began at first level. Followers usually came after a lot of play, when a character was rich and losing motivation to continue adventuring. They (and castles, etc) drove the plotline to a new level. In T20, where one could start with followers, that game dynamic is missing. Being the leader of a troop of doughty warriors in D&D lends depth. If the feat lends depth in T20, let 'er rip. Indeed, I think the feat would be a great thing in T20 for a plotline - but at 12th level, not 6th. It has to work as a part of the story, which means it has to be introduced at the right time.
That's a long post, sorry.