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D&D 5E Feats: Do they stifle creativity and reduce options?

S

Sunseeker

Guest
Most of the feats mentioned in the OP would be better if baked in as class or race abilities. Actor should be a Bard ability gained at some level or other. Keen Mind (and why don't they just call it 'Direction Sense' fer gawd's sake?) should be a Ranger and Druid ability (outdoors only) and a Dwarf and Gnome ability (underground only). Inspiring Leader shouldn't exist at all and nor IMO should anything else that can give hit points at a distance. Why bother with Linguist? Make ciphering (which really doesn't come up all that often anyway) a simple Int check. Skulker could easily become a baked-in feature of Rogue and-or Assassin at a certain level. And so on.
Doesn't that make the OP's argument stronger? Now that Actor is a Bard-only ability, can anyone else be an Actor? Or reversely, why are all Bards also Actors? And what does acting have to do with imitating how other people sound? Why can only Rangers auto-know where north is?

I don't really agree with the OP, but this seems to make the problem he complains about significantly worse.

And were someone not possessed of the requisite feat intent on trying it anyway, I'd say sure why not. The odds of success would be dependent both on the situation and on what was being tried, of course - for example if a normal Fighter tried using two weapons in combat without the ability might be at a minus to hit on the primary weapon and at disadvantage on the secondary.
Wouldn't it be simpler to let anyone who wants to fight with two weapons...take a feat? Then the DM doesn't have to gauge the details of every situation, every monster, every encounter vs that individual and make a highly situational ruling on if it'll be successful?

Beyond that, I don't see the need to mechanically reproduce every element that makes Fighter A (back-line archer) different from Fighter B (front-line sword and board). They can happily run on the same underlying mechanical chassis yet be roleplayed into two completely different characters.

Lan-"one more who thinks the roll-under mechanic needs to be brought back"-efan
Role-play doesn't solve roll-play issues. It just pretends they don't exist. Which isn't helpful in resolving the problem. I may disagree with the OP that there is a problem, but saying "just role-play the way you want to play!" doesn't help because role-play doesn't fundamentally alter the mechanics of the game. Me saying I'm good at fighting with two weapons is not at all the same as me actually being good with two weapons. Especially when in your scenario, me wanting to role-play anything outside of my class features causes me to endure additional penalties and higher chances of failure.
 

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FrogReaver

As long as i get to be the frog
[MENTION=2525]Mistwell[/MENTION]

Thank you for creating this thread and for finally getting "it" :)

I think we need to differentiate between options in the mechanical space and options in the conceptual space. Very few feats add more to the conceptual space than they take away.
 

Lanefan

Victoria Rules
Doesn't that make the OP's argument stronger? Now that Actor is a Bard-only ability, can anyone else be an Actor? Or reversely, why are all Bards also Actors? And what does acting have to do with imitating how other people sound? Why can only Rangers auto-know where north is?
As I said in the post you quoted, nothing ever stops anyone from trying anything. A non-Bard can try Acting if so desired...just much less likely to succeed, is all. All Bards become Actors simply as a feature of thier class training at x level; it's up to them whether they go on to make much use of the ability or not. And why can only Rangers (and Druids) auto-know which way's north? Because on a cloudy or foggy day they know enough about how plants grow, how they are affected by the sun, etc. to easily find north. Again, others can try; and in some situations e.g. you can see the sun success might be automatic anyway. Conversely, there'll be situations e.g. suddenly appearing in the middle of an endless sheet of ice, where even a Ranger isn't guaranteed success.

I don't really agree with the OP, but this seems to make the problem he complains about significantly worse.
I'm not so sure. It's on both the DM at the table and the designers in the PH to point out that anyone can try anything, to be sure. But baking many of these things in as class abilities and completely removing all the rest gets away from the endless plethora of feats a player has to navigate through every time a character levels up.

Wouldn't it be simpler to let anyone who wants to fight with two weapons...take a feat? Then the DM doesn't have to gauge the details of every situation, every monster, every encounter vs that individual and make a highly situational ruling on if it'll be successful?
Even now, someone trying something for which they don't have the feat forces the DM to gauge all the details before determing success, failure, or a DC. Nothing changes there; except in this particular instance TWF becomes a distinct feature of one or two specific classes instead of being open to all.

Role-play doesn't solve roll-play issues. It just pretends they don't exist. Which isn't helpful in resolving the problem.
This is assuming there's a roll-play problem that needs to be fixed.
I may disagree with the OP that there is a problem, but saying "just role-play the way you want to play!" doesn't help because role-play doesn't fundamentally alter the mechanics of the game.
Exactly! That's the intent here: keep the underlying mechanics nice and simple (and preferably as out of sight as possible) and let the fluff take over from there.
Me saying I'm good at fighting with two weapons is not at all the same as me actually being good with two weapons. Especially when in your scenario, me wanting to role-play anything outside of my class features causes me to endure additional penalties and higher chances of failure.
If you want to be good at fighting with two weapons you'd have seen during char-gen that there's only one or two classes that have this as a feature; and you'd have had to make a choice at that point whether TWF was more important to have than, say, heavy armour use.

More fundamentally, I am a proponent of each character - as reflected by its one class - being good at what it does and rather bad at everything else. This way each character brings a few clear strengths and a lot of weaknesses to the party, with the strengths of one mitigating or cancelling the weaknesses of others. In turn this promotes (but does not force) running as an inter-reliant party.

Feats and multiclassing run counter to this: they promote the construction of jack-of-all-trades characters who can do a bit of everything and who eventually become one-person parties; they have no real reason to rely on anyone else and thus have much less need for the rest of the party other than simple strength in numbers.

Lanefan
 

Hussar

Legend
[MENTION=2525]Mistwell[/MENTION]

Thank you for creating this thread and for finally getting "it" :)

I think we need to differentiate between options in the mechanical space and options in the conceptual space. Very few feats add more to the conceptual space than they take away.

That I would strongly disagree with. This thread has shown that there are several things that a player could never, ever do during a session if it wasn't for feats. Inspiring Leader is a perfect example. There is no role play that will ever allow a player to give temp hp to another character. It will never happen.

And, leaving it up to the DM results in the DM making things too difficult in order to "challenge" the character. Meaning that very quickly players learn to not do anything that's not specifically mandated by the rules because their odds of failure otherwise is so high that they might as well not even bother.
 

FrogReaver

As long as i get to be the frog
That I would strongly disagree with. This thread has shown that there are several things that a player could never, ever do during a session if it wasn't for feats. Inspiring Leader is a perfect example. There is no role play that will ever allow a player to give temp hp to another character. It will never happen.

And, leaving it up to the DM results in the DM making things too difficult in order to "challenge" the character. Meaning that very quickly players learn to not do anything that's not specifically mandated by the rules because their odds of failure otherwise is so high that they might as well not even bother.

Inspiring Leader is a mechanical space feat not a conceptual space feat. Whether or not you have inspiring leader feat you can give inspiring speeches and persuade others to fight even against the odds. Conceptually the feat adds nothing. It only adds to the game mechanically.

There can always be bad DM's. Saying there can be a bad DM does not necessitate a rule to fix that. It necessitates a better DM.
 
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S

Sunseeker

Guest
As I said in the post you quoted, nothing ever stops anyone from trying anything. A non-Bard can try Acting if so desired...just much less likely to succeed, is all. All Bards become Actors simply as a feature of thier class training at x level; it's up to them whether they go on to make much use of the ability or not. And why can only Rangers (and Druids) auto-know which way's north? Because on a cloudy or foggy day they know enough about how plants grow, how they are affected by the sun, etc. to easily find north. Again, others can try; and in some situations e.g. you can see the sun success might be automatic anyway. Conversely, there'll be situations e.g. suddenly appearing in the middle of an endless sheet of ice, where even a Ranger isn't guaranteed success.
That wasn't my point.
Mistwell's complaint is that the existence of certain feats encourages thinking that people without them cannot take those actions.
BUT everyone gets feats. If the DM says Bob can't make an attempt without the feat, all Bob has to do is wait 3 levels to get his next feat and then he can.
BUT if you were to bake the feat into a class, Bob would have to multiclass. Which is a different optional feature that may not be included in Bob's game. That feature could also be deep within that class, forcing Bob to wait a half-dozen or more levels to get it, potentially in a class that he has no interest in.

IMO: the reason these feats were feats and not class features is simply because they are too generic. Like, if GWM was Fighter only, what Barbarians can't be great with big weapons? Or Paladins? I think the designers saw this and made them feats for exactly that reason.

I'm not so sure. It's on both the DM at the table and the designers in the PH to point out that anyone can try anything, to be sure. But baking many of these things in as class abilities and completely removing all the rest gets away from the endless plethora of feats a player has to navigate through every time a character levels up.
You only need to navigate the feats once. They aren't going to change between level-ups. (this is assuming we're keeping with the average 5E campaign timeline, not some super-long multi-decade game) Also, splat wasn't an issue Mistwell was complaining about. His complaint was about the first part, DM's thinking that people without certain feats couldn't do that thing at all.

Even now, someone trying something for which they don't have the feat forces the DM to gauge all the details before determing success, failure, or a DC. Nothing changes there; except in this particular instance TWF becomes a distinct feature of one or two specific classes instead of being open to all.
Or the DM could say "NO, you need the feat." and not gauge anything at all.

This is assuming there's a roll-play problem that needs to be fixed.
Well...we are talking about mechanical elements of the game. That speaks to the roll
not the role.
Exactly! That's the intent here: keep the underlying mechanics nice and simple (and preferably as out of sight as possible) and let the fluff take over from there.
Forcing the GM to gauge a situation and see if a roll is appropriate speaks directly to the roll and the mechanics and is decidedly NOT fluff. How I attack with my weapons, that's fluff. How many attacks I make with my weapons, that is mechanics. Failure to differentiate between fluff and crunch increases complexity, it does not decrease it.

If you want to be good at fighting with two weapons you'd have seen during char-gen that there's only one or two classes that have this as a feature; and you'd have had to make a choice at that point whether TWF was more important to have than, say, heavy armour use.
LOLWUT. This just directly contradicted EVERYTHING you just wrote.
Can people try anything in an attempt to be good at it?
Or
Do they have make specific build choices?

Because you just spent half this post arguing the former, only to say "Well they shoulda made the right build choices!" Make up your mind, because the latter is exactly what Mistwell is arguing against.

More fundamentally, I am a proponent of each character - as reflected by its one class - being good at what it does and rather bad at everything else. This way each character brings a few clear strengths and a lot of weaknesses to the party, with the strengths of one mitigating or cancelling the weaknesses of others. In turn this promotes (but does not force) running as an inter-reliant party.
So everyone should follow specific build advice and make sure to choose the correct features?
What ARE you arguing actually? Because I am totally lost at this point.

Feats and multiclassing run counter to this: they promote the construction of jack-of-all-trades characters who can do a bit of everything and who eventually become one-person parties; they have no real reason to rely on anyone else and thus have much less need for the rest of the party other than simple strength in numbers.

Lanefan
Okay, I get it, you just hate feats.

That wasn't Mistwells argument though.

Next time warn me when you're going to tangent off like that. I'll remember not to engage in the unrelated tirades.
 


Irda Ranger

First Post
I am starting to think the more rules you have, the less freedom and creativity the player's have under the illusion they have more "options" which were almost always options they had if they could think of it in the situation.
I hear you. I get it. I still disagree. In a game like D&D, well designed Feats are like customized class abilities. They don't restrict anyone, but give you something that goes above and beyond what's normal. Just look at the Mobile Feat and the Monk's Unarmored Movement. Any game should have basic rules about "This is how fast you move" and "You can run this fast in short bursts for this amount of time". Feats and class abilities should ideally only let you exceed the standard, without preventing anyone else from playing the standard. I'll point out how the below works with the Feats you cite.

"You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked."

Without this feat in the game, why wouldn't you be able to try a Charisma (Deception) check to try and mimic the speech of another person or sound made by other creatures, contested by a Wisdom (Insight) check? And if Player X has this feat in your game, wouldn't it be natural for a DM to tell Player Y they cannot try that because they don't have the feat and it would step on the toes of Player X who spent a precious resource to gain that "ability"?
Answer to Question 1: Yes.
Answer to Question 2: No.

The proper way to read this Feat, IMO, is by inserting "automatically" after the word "can" in the first sentence, or by inserting "without making a Perform check" at the end it.

Inspiring Leader: "You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet o f you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest."

Without this feat in the game, if a Player makes a very inspiring speech which the DM judges would give a psychological boost to their allies, the DM might choose to give those allies some temporary hit points from the speech related to the PC's charisma (and probably would limit it to those who could hear it rather than an arbitrary 30' distance). They might even allow it a second time without as rest, under appropriate circumstances (like a forced march while chasing foes who have kidnapped their companion). But with this feat in the game if Player X has it, it would be hard for a DM to justify allowing Player Y to try it, or to even alter the rules to have it work without a short rest or outside 30' because the rule is right there in black and white on a PC's character sheet that way.
Eh, no. I think this Feat is well designed. Temporary HP is a good thing. One of the most important D&D things that 5E is missing, IMO, is Morale rules for NPCs and Monsters. A standard Charisma (Persuasion) check should give your hirelings a boost on their Morale check, but THP should be reserved for spells, Feats, and class abilities.

Keen Mind: "You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month."

Without this feat in the game, any of these things could be determined with an appropriate ability/skill check, or perhaps even automatically depending on the circumstances. And maybe it still could even with this feat in the game. However, if Player X happens to have this feat? The DM will probably naturally feel more reluctant to hand out that sort of information without the feat to the other PCs who lack it.
Again, like the Actor feat, the implied reading is "automatically, without needing to roll, without a chance of failure".

Linguist: "You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it."

Without this feat in the game
, I see no reason why any PC couldn't try and create a written cipher which could be broken by an Intelligence check similar to the one described. With it, I can see a DM having trouble justifying allowing such a thing without the feat.
As someone who actually works with cryptography in my day job ... no, I would not allow an untrained person to make a cipher more complicated than alphanumeric substitution. It's actually really hard to make a cipher that isn't trivial to break.

What I would allow, is for PCs without this Feat to be trained in the use of an encryption method by someone who has the Linguist Feat. You do need to be a cryptographer to invent Enigma, but you don't need to be a cryptographer to use one. Proficiency in the use of a single Tool shouldn't take more than a couple days to a month.

Mounted Combat: "You can force an attack targeted at your mount to target you instead."

Without this feat in the game, I cam definitely see circumstances where a player will argue they can intervene in a strike against their mount like that. With it...DMs will feel the pressure to not allow that if some other player has the feat and they don't.
No, redirecting attacks is clearly within the realm of Feats and Class Abilities, not "do whatever the hell you want".

Skulker: "When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position."

Without this feat in the game, I can see a Player reasonably trying to not reveal their position after a missed arrow attack, depending on the circumstances. With the feat, DMs won't want to allow that if another PC has the feat and you don't.
I mean, sure, if you're just going to ignore the RAW. I guess if we're ignoring RAW, then Feats are definitely restrictive and I can see where you're coming from. But the PHB pg. 195 says "If you are hidden ... when you make your attack, you give away your location when the attack hits or misses."
 

Mistwell

Crusty Old Meatwad (he/him)
Oh boy I wake up the next day to 11 notifications...about this thread. I guess that's how you know you wrote a controversial post. Now I know how [MENTION=6691635]Zard[/MENTION]inar feels :) Though...I don't like that. I don't have the time to offer a thoughtful reply to people who replied to me.

I do think there is something to the point that there is a difference between a feat which establish new conceptual space, with feats which explore existing mechanical space.

I think most of my objection is to the feats which expand on what you can try to do with an ability (skill) check. Too often, it's something that was already arguably a thing you could try to do with an ability check. I think a bigger section on, "things ability checks might be used for" that described some of the things listed in the feats (along with some guidelines on DCs and adjudication for the DM) would have been a better use of that design concept than the feats. And for people who are "better" at doing that type of ability check than others, you can have bonuses for those who have an existing ability from a class or background or race, without making it exclusive to them.
 

TwoSix

"Diegetics", by L. Ron Gygax
Let's acknowledge that there's a wide spectrum between "Let's sit around the table and TALK about our characters" and "Ok, turn to page 492 and roll d100 on the Latrine Use table to see if you get an infection, unless you've taken the Beginner and Advanced Latrine Use feats" that pretty much all of us are sitting on. 5e feats are just in the middle area of that spectrum, so they tend to be more divisive.

My personal belief is that the game doesn't need feats per se, but it does need a system to grant the player fiat abilities based on the narrative, even if they exist outside the character creation system. Right now, that only exists on magic items. If you have a player who gives a rousing speech in game, giving them the permanent ability to grant THP when they give a rousing speech in the future seems entirely appropriate. Basically, the game should spend some time developing a system to give non-magical abilities to players that isn't dependent on trade-offs within the character generation and leveling system.
 

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