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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="MoonSong" data-source="post: 6022021" data-attributes="member: 6689464"><p>Actually siloing hurts more than no siloing. Under siloing if I have this concept that revolves about exploration and social interactions and I'm forced to take Combat abilites I don't care about at all, I'll be unhappy, just because my character cannot shine at the times I'm more interested in because I'm forced to take combat stuff in order "not to suck" at a moment I really don't care about (and I shouldn't be forced to, feats are extras not math fixes). Of course not all my characters focus on a single pillar all the time, they eventually take feats focussing on more than one thing, but that gets decided organically as my character grows, not every time the game says "you must upgrade your combat prowess now!" or "you must get some exploration stuf at this point and only this point".</p><p></p><p>Actually the only people who would be happy with siloing are people who care about balance all the time or who happen to be involved on an arms at race to overdo each other. (for them it is a good thing, it isn't nice to be a scrub on a party full of munchkins). However it isn't the case for all people. </p><p></p><p>The best way to handle this I guess would be with a module. Not all groups are made equal and not all players care about the same things.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6022021, member: 6689464"] Actually siloing hurts more than no siloing. Under siloing if I have this concept that revolves about exploration and social interactions and I'm forced to take Combat abilites I don't care about at all, I'll be unhappy, just because my character cannot shine at the times I'm more interested in because I'm forced to take combat stuff in order "not to suck" at a moment I really don't care about (and I shouldn't be forced to, feats are extras not math fixes). Of course not all my characters focus on a single pillar all the time, they eventually take feats focussing on more than one thing, but that gets decided organically as my character grows, not every time the game says "you must upgrade your combat prowess now!" or "you must get some exploration stuf at this point and only this point". Actually the only people who would be happy with siloing are people who care about balance all the time or who happen to be involved on an arms at race to overdo each other. (for them it is a good thing, it isn't nice to be a scrub on a party full of munchkins). However it isn't the case for all people. The best way to handle this I guess would be with a module. Not all groups are made equal and not all players care about the same things. [/QUOTE]
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