DruidicHart wrote: ↑ 11:38 AM - Feb 05 I am in no waiting trying to be negative, just voicing my opinion on this change. I am in no waiting trying to be negative, just voicing my opinion on this change.

No negativity seen. Just feedback."I don't like xyz, for the reasons abc" is valuable feedback. Negativity would be, "I don't like xyz, because it sucks."For that reason, I'd like to extend an invitation again, for any feedback. I want feedback because if an overwhelming amount of people want something different, I can make note of that and at least consider an alternative option.To elaborate on the decision on streamlined class advancement:As it is, I feel that PTA3's customization has been limited to advanced class options. Players will now diverge starting at level 3. The reason I simplified this is because when looking at hundreds of character builds online and in all of the campaigns I ran, most players built the same kinds of characters. Ace Trainers grabbed the same skills for the same advanced classes, Psychics went into influential with the same psychic features and the same features were grabbed for each elemental branch of advanced psychic.Now, people will still diverge, but players having to research options to come to the same conclusions has been cut out. Features that were always chosen for a specific advanced class anyway are now just a part of the advanced class. I also wanted to remove features that required a roll to succeed. Those features were often 'traps.' Instead, features now promise successes, anything else that you wish to spontaneously try can fall under the purview of skill checks. This way, a person with a Academic Origin could still be quite good at researching with skill checks instead of taking the Researcher class, or a trainer with a Backpacker origin still could still be allowed per GM to roll with a chance of success at things the Survivalist, Chef, or Botanist can do, without going deep into that class by attempting a skill check.I am aware that some players liked taking weird features that set them apart because they were useful in corner cases, but I'd prefer that instead of players falling for a trap feature, or needing to dig into their base class for something they want to use with an advanced class, that they are just generally useful for their party of Pokemon or allied trainers they are traveling with.As an unrelated note, I originally made Hey Guys Watch This as an option for players who really didn't know what they wanted to do so they could choose later but it was actually always used as a way to manipulate the skill forest so I figured I'd just give people good things no matter what class they were.Explanations aside, I still encourage feedback that is contrary to my research and reasoning because with enough voices, I can still plan alternative options if I see enough good points. Thank you.