Ovinomancer
No flips for you!
Well, if a player did that in the game I DM, I would make them actually give the speech, and only reward them with inspiration if it was genuinely inspiring.
That's not roleplaying, though, that's acting.
Well, if a player did that in the game I DM, I would make them actually give the speech, and only reward them with inspiration if it was genuinely inspiring.
I have no strong feelings about the feat either way. I'm just saying that Inspiration already exists for incentivizing just this sort of thing - and it's not billed as optional rule. Though many DMs in my experience seem to treat it as such, even if they think the optional feats rules are a must-have.
I would also add that, much like the feat, there is nothing about Inspiration that requires a player to actually make an inspiring speech. He or she need only state the goal and approach e.g. "I make an inspiring speech to lift the spirits of my comrades before the looming battle." Though DMs vary on when they award it, typically, it's awarded when playing to personal characteristics. If one of the character's personal characteristics has something to do with making inspiring speeches, then stating the aforementioned goal and approach is sufficient to fish for Inspiration.
I do not have my characters Charisma nor his speech making skills. If you want to give inspiring speeches that rouse everyone around you then you take the feat. You do not get to give yourself a skill or talent just by writing it conveniently into your character background.
This is the perfect example of someone trying to min-max their character and grant themselves more than one character should have.
Even conceptually, you could still play a "skilled crossbow-user" by using the Rogue class as the base, and focusing on vulnerable targets. The feat allows you to play that concept using the Fighter class as a base, but it's still pretty much the same character, especially since you're going to be wearing light armor either way. If I show you a picture of a crossbow-wielding character, you can't tell from looking whether it's a Fighter with a feat or a Rogue without a feat.Feats do allow existing rules to be bypassed that caused some character concepts to be sucky without actually having to fix the sucky rule in the first place. Example: A crossbow user and part of crossbow expertise that allows you to load more than once a turn.
My thesis for having tangible rewards with these feats has been that you do have variable DM reactions. Being explicit with rewards means both the player and DM understand the consequences of using them. It's up to the DM to explain why a reward is not granted, if they decide not too give one, rather than a player continually trying to garner a benefit from using a given skill, etc.
Slowly, I am starting to see their point. 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 will provide some examples.
Actor Feat <snip>
Inspiring Leader <snip>
Without this feat in the game, if a Player makes a very inspiring speech
Nothing new here, really. Though I should note that it's pretty blatantly clear that the Keen Mind feat's environmental effects are supposed to be (a) automatic (see the trend? automatic vs. having to roll a check/needing to "sell me on" the plan?) and (b) used when you shouldn't know these things just by looking, e.g. when you're deep underground. The best-trained huntsman isn't going to know north from south in a natural cave when it's been three days since he's seen the sun, unless he can clearly remember the path and the orientation the group started with. I would call that a difficult but not impossible Wisdom check, potentially with Proficiency if the player can justify it. Or, with the feat, you just know, no questions asked. (Well, other than, "Hey, Zeke, which way is North?")Keen Mind: <snip>
Nothing to see here, same responses as above.Linguist: <snip>
Now this one is actually interesting (beyond the repeated "auto vs. roll/persuade me"). Because I know, from a limited amount of personal experience, that riding animals is not easy without training. You can do it, but it's risky. Riding animals into combat is dramatically more difficult than that, and an animal must be very heavily trained to not go completely out of its gourd in combat. So, for me, this really comes down to: "You're trying to do something extremely difficult without training. Or do you have some reason to know how to handle an animal? What are you doing to manage your mount's behavior?"Mounted Combat:
Guaranteed effect (avoiding detection) vs. player must justify, as usual.Skulker
What do you think? Have you seen this concept in your game? Think I am completely off base? Something in between?
It's a part of some roleplaying games. Not every RPG includes character creation as a mandatory component. Moreover, the roleplaying aspect of the game - the actual game in RPG - takes place entirely after everyone meets in the tavern (or whatever). Character generation is more like world-building or other pre-game preparation. How you come about your character stats, be it through an elaborate mini-game or random rolls or pre-gens, is entirely irrelevant to how you play that character.Well that’s a false dichotomy if I’ve ever heard one. Making characters is an essential part of a roleplaying game.
If you're using feats, then there are often more automatic decisions than if you aren't. If you have a greatsword, then all of your choices are made for you until such point that you have maximum Strength and the Great Weapon Master feat. If you aren't using feats, then you get to diversify as soon as you have maximum Strength.If you’re not using Feats, then your first two ASIs aren’t actually decision points because there’s a “right” choice. Your first two ASIs go into your class’s primary ability score, or else you’re taking a trap option. With Feats, it can actually be a meaningful choice. Do you increase your Dexterity to 18, or do you take Sharpshooter? That is actually a meaningful decision.
You can’t roleplay without a character. Roleplaying is imagining yourself as another person and/or in another scenario and making decisions as you think you or that person would in that scenario. Not all roleplaying games involve detailed character statistics, but all roleplaying, game or otherwise, requires characters.It's a part of some roleplaying games. Not every RPG includes character creation as a mandatory component.
No, roleplaying is the roleplaying in RPG. The game in RPG is game. RPGs are games that involve roleplaying. It’s not an RPG without both roleplaying and game mechanics. Otherwise it’s just roleplaying. Nothing wrong with roleplaying for fun, but the roleplaying is not the entirety of the game in an RPG, it is an aspect of the game. An important aspect to be sure.Moreover, the roleplaying aspect of the game - the actual game in RPG
Yes...? I don’t understand how this statement is in any way a counter-argument to what I said in the post you quoted.- takes place entirely after everyone meets in the tavern (or whatever). Character generation is more like world-building or other pre-game preparation. How you come about your character stats, be it through an elaborate mini-game or random rolls or pre-gens, is entirely irrelevant to how you play that character.
Sure, if your only goal is to maximize damage per round output. That is not my goal. When you have the option of taking a Feat or an ability score increase, there are several valid options. Prioritizing damage per round output is one option. Another is giving yourself more options for things to do with your action in combat, in which case Feats like Magic Initiate might be better for your goals than an ability score increase. You might prioritize defense, in which case armor training and mastery might be the best options for you. When you only have the option of which ability score to increase, there is no room to decide your priorities. They all just add bonuses to rolls and maybe go into calculating a derived trait. The correct answer is to always take the boost in the ability your class benefits from the most.If you're using feats, then there are often more automatic decisions than if you aren't. If you have a greatsword, then all of your choices are made for you until such point that you have maximum Strength and the Great Weapon Master feat. If you aren't using feats, then you get to diversify as soon as you have maximum Strength.
This is all character optimization bologna. I don’t care about that. I care about what a character is capable of. Ability Score increases don’t expand character’s capabilities, they only increase the numbers on things they are already capable of. “Do I choose a new capability or do I choose to get better at the things I am already capable of?” is a meaningful choice. “Which Ability Score do I increase to improve my existing capabilities the most?” is a math problem, and not a hard one.Moreover, since there are so few feats that are actually comparable to having +2 in your main stat, it means that some character concepts get more of a benefit from them than other concepts. If you have a character concept that benefits from two top-tier feats, then you eventually wind up with the equivalent of a 24 in your main stat. If your character concept doesn't align with the good feats, then you stop really improving when your main stat hits 20. If you don't allow the option of feats, then every character ends up equally powerful with just the 20 in their primary stat, and then they get to diversify in interesting ways.
I'm not sure what you mean about "trying to min-max their character" or "grant themselves more than one character should have."
The underlying point in the post you were originally quoting is that you don't need to build a character in order to play a character. If all you had was a pre-gen Fighter with 17/13/15/10/12/8 stats, you could play that character exactly as well as if you had spent an hour with all of the rulebooks and built something from scratch.You can’t roleplay without a character. Roleplaying is imagining yourself as another person and/or in another scenario and making decisions as you think you or that person would in that scenario. Not all roleplaying games involve detailed character statistics, but all roleplaying, game or otherwise, requires characters.
No, you don't have several valid options. To use your own terminology, you have a small number of correct choices, and then you have trap options. If you care about optimization, then adding feats reduces your available choices, because more of your nominal decision points must go toward optimization; if you care about optimization, and you don't have feats, then you're free to put points into Charisma or Intelligence or whatever and it's not a trap because you aren't really losing out on anything significant.Sure, if your only goal is to maximize damage per round output. That is not my goal. When you have the option of taking a Feat or an ability score increase, there are several valid options.
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This is all character optimization bologna. I don’t care about that.