Jacob Lewis
Ye Olde GM
The only thing that stifles creativity and character options are a lack of imagination and other players.
This is an age-old debate.
If you go back, you will see that there was resistance to many of the original Thief's abilities. If a Thief can "Hide in Shadows," or "Move Silently," doesn't that mean that other characters can't.
And so on. THe debate pops up every time an ability is defined and given (either to a class, or as a feat, etc.).
There's not really an answer to this, it's what you are comfortable with. Personally, I hate "roleplaying abilities" (deception, intimidation checks, etc.) because ... I don't like dice to replace social interaction. But that's me. The flip side is that without them (like in 1e) charisma isn't a very useful ability. *shrug*
That is fascinating.The misunderstanding regarding thief abilities goes all the way back to the Greyhawk supplement. It was not communicated in that supplement that the thief ability table was supposed to function as a special saving throw table in the event that the normal resolution chances for such activities (which was usually an informal process of assigning probability based on situational circumstances) failed.
DMs can always nerf. I've nerfed feats before. But, the key distinction is that I tell my players about it beforehand, so they know what they're getting if they choose that feat. Nerfing a feat without advance warning, or without explaining to the player why the feat as is poses a problem and needs to be altered, and without getting feedback from the player on potential changes is just bad form.
That is fascinating.
Where did you learn this?
So it sounds like you're not allowing the feat, not Nerfing it. Telling someone you can have something, but not really, means you're not allowing it.