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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="bogmad" data-source="post: 6021865" data-attributes="member: 6695559"><p>Personally, I'd also like to see a focus on more role-playing than combat, but I'd say it'd be easier to do that by creating different systems to give non-combat options. It's not always the player that decides what kind of game is run, but the DM (or the three overpowering personalities at a table of four).</p><p> </p><p>Say you have two characters, one with all combat feats and another with feats that give mechanical benefits to "role playing"</p><p>In a combat heavy game the guy with all the combat feats is going to be more effective, and vice versa if the game is biased towards RP that is influenced by mechanical options. Then you end up with people who play in organized play (or whatever some guy assumes is the "default" manner) complaining about "Feat taxes."</p><p></p><p>Much easier I say to create systems that focus on different "pillars." Then DM that wants a <em>very</em> combat heavy game can say "we're going to use only specialties and no backgrounds" and a guy who wants more RP can say he's dropping specialties and using backgrounds and ____*.</p><p></p><p>*Some other hypothetical system that gives more or different mechanical benefits for "role-playing"</p></blockquote><p></p>
[QUOTE="bogmad, post: 6021865, member: 6695559"] Personally, I'd also like to see a focus on more role-playing than combat, but I'd say it'd be easier to do that by creating different systems to give non-combat options. It's not always the player that decides what kind of game is run, but the DM (or the three overpowering personalities at a table of four). Say you have two characters, one with all combat feats and another with feats that give mechanical benefits to "role playing" In a combat heavy game the guy with all the combat feats is going to be more effective, and vice versa if the game is biased towards RP that is influenced by mechanical options. Then you end up with people who play in organized play (or whatever some guy assumes is the "default" manner) complaining about "Feat taxes." Much easier I say to create systems that focus on different "pillars." Then DM that wants a [i]very[/i] combat heavy game can say "we're going to use only specialties and no backgrounds" and a guy who wants more RP can say he's dropping specialties and using backgrounds and ____*. *Some other hypothetical system that gives more or different mechanical benefits for "role-playing" [/QUOTE]
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