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Originally Posted by Ineti
Could you guys define 'power creep' as it pertains to this discussion? I've heard it bandied around as a gamer term for a while, but no one in any game I've ever played has used it and I'm not clear on the nuances.
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Power creep occurs in RPG lines where supplements introduce increasingly powerful options, thereby invalidating many core options and strongly encouraging consumers to continue buying supplements in order to have powerful characters. RIFTS is a classic example of this, but most game lines have it to a greater or lesser degree where they go on for years.
Here the concern is whether the new options are on the same mechanical field as the core options, or whether we'll see players adopting the new options to the exclusion of core options. In my games I've not seen this happen yet, but I have seen some of the "patch" Feats that are meant to fix balance issues (specifically involving hit chance) become automatically chosen Feats by most characters. I'll probably end up houseruling in these modifiers, as capnzapp suggests, but on the other hand there were certainly Feats for 3.5 characters that were strong enough to almost be required.
Still, a few very nice Feats are far from what would constitute a power creep issue in my mind. The classes are what I'm most concerned with, and at the table I've seen folk use the new classes alongside the existing ones with similar results.
Thanks!