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- Jan 17, 2014
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I'm designing a D&D core rules setup and I'm presently working on implementing Feats. But there's just so many ways to do it, I'm having trouble deciding what would be the best implementation or method. If you never played D&D, a Feat is essentially a passive ability that improves your character in some way or grants him access to unique power.
What it needs to do:
- Feats are purchased using ability points. Two points = One Feat.
- Feats have a requirements that must be met before purchase (example: must have Strength 13+)
- Feats must be able to require other Feats before unlocking (Magic -> Improved Magic -> Awesome Magic)
- Feats must be selectable by the character through a menu command, which I already am using for ability scores
Question is: how should I incorporate the system? Presently I was thinking of making a window pop up and flood it with all available choices based on conditionals checking requirements. But is that the best way to do this? I'm not so sure... It would mean checking every feat in the game and populating the window with the results. I feel like there's a better way that I'm not thinking of.
What it needs to do:
- Feats are purchased using ability points. Two points = One Feat.
- Feats have a requirements that must be met before purchase (example: must have Strength 13+)
- Feats must be able to require other Feats before unlocking (Magic -> Improved Magic -> Awesome Magic)
- Feats must be selectable by the character through a menu command, which I already am using for ability scores
Question is: how should I incorporate the system? Presently I was thinking of making a window pop up and flood it with all available choices based on conditionals checking requirements. But is that the best way to do this? I'm not so sure... It would mean checking every feat in the game and populating the window with the results. I feel like there's a better way that I'm not thinking of.

