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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: 6022001" data-attributes="member: 6695559"><p>True, but how much of each approach should a DM use? That's flexible, and choosing different modules to use makes that easier to tweak. Saying the system should force DMs into more roleplaying than past editions have emphasized kind of runs smack into the "play the game you want" mandate. Yes, players should have a say in that, but arguably the biggest choice a D&D player has ever and will always make in what kind of game he wants to play is who is the dungeon master running it.</p><p></p><p></p><p></p><p></p><p>But you are trading that ability if you're not playing a solo adventure and your fellow party members always tend to lash out and start a big tavern brawl. That ability to convince the cult leader his faith is a lie is usually not an option once the fighting starts. Yes, a very good DM can roleplay and mitigate that kind of development, but if another goal is to make DMing easier it shouldn't be required to have to train every DM extensively so that he can support every "pillar".</p><p></p><p></p><p></p><p>To me that sounds like something better served by a better background than "shopkeeper," perhaps a self-made "snake oil salesman" created with rules and guidelines provided by the game. I'm not saying there shouldn't be "feat like" choices for role playing, but why do they have to butt heads with the combat feats?</p><p></p><p>The flip side of course would be "how come my guy can't talk to anyone just because I learned how to smack that guy in the face real hard." Not that I think we'll ever see that argument made, partly because mechanics don't interact with role playing quite the way they do with combat. So why confuse the two?</p></blockquote><p></p>
[QUOTE="bogmad, post: 6022001, member: 6695559"] True, but how much of each approach should a DM use? That's flexible, and choosing different modules to use makes that easier to tweak. Saying the system should force DMs into more roleplaying than past editions have emphasized kind of runs smack into the "play the game you want" mandate. Yes, players should have a say in that, but arguably the biggest choice a D&D player has ever and will always make in what kind of game he wants to play is who is the dungeon master running it. But you are trading that ability if you're not playing a solo adventure and your fellow party members always tend to lash out and start a big tavern brawl. That ability to convince the cult leader his faith is a lie is usually not an option once the fighting starts. Yes, a very good DM can roleplay and mitigate that kind of development, but if another goal is to make DMing easier it shouldn't be required to have to train every DM extensively so that he can support every "pillar". To me that sounds like something better served by a better background than "shopkeeper," perhaps a self-made "snake oil salesman" created with rules and guidelines provided by the game. I'm not saying there shouldn't be "feat like" choices for role playing, but why do they have to butt heads with the combat feats? The flip side of course would be "how come my guy can't talk to anyone just because I learned how to smack that guy in the face real hard." Not that I think we'll ever see that argument made, partly because mechanics don't interact with role playing quite the way they do with combat. So why confuse the two? [/QUOTE]
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