Considered and discarded, is the impression I get. Sure, he could just not use feats, but his players want the options, he wants the options out there, /and/ he feels that the feats are needed to balance the fighter with other classes - so the feats stay, and the problem of them imbalancing certain weapon-using builds remains to be solved in some other way...
Sure. I said that it would likely take several corrections for him to get what he wants, which he said himself in the OP. Having base damage determined by class rather than by weapon or cantrip could possibly work, or be one piece of the puzzle. Simply scaling the problem cantrips a bit would seem to be another.
But I’ll also stand by my initial assessment that he and his players stop seeing these overpowered feats and cantrips as being options. Instead think of them as cheats. Or as putting the game on eady mode.
Again, I don’t think this alone will solve the problem...but I think a shift in expectation would likely help them.
What would you suggest they do?
IDK, the design stays flawed even if some 3rd party comes up with a 'fix.' Pointless, in the environment of 5e, probably, but not paradoxical.
It is a bit. He’s very critical of the design choices, but dismisses input from anyone else. It’s odd.
This I do find a little paradoxical. If you never encounter a problem because you never had occasion to encounter it, piping up doesn't make a lot of sense. I don't chime into discussion of violent crime in Chicago with the fact I've never been attacked in Chicago (leaving out the fact that I've never been anywhere near it), but I suppose some of the folks who jump on Zapp's thread /would/...
Oh you play 5E? For some reason I didn’t think you did.
Never had occasion? I didn’t say a game without combat. I said a game with less combat.
Would the combat oriented feats be more important in a game with more combat or a game with less? Seems simple.
That's a bad sentence, even by my standards. Sorry. ;(
However people put it when they take a shot at Zapp's observations about the game, they seem to be pushing back against the very idea of it being changed. Which is both unnecessary (the current design/marketing philosophy has little room for errata or incremental improvement of any kind), and, IDK, kinda petty.
Ah, so I can’t “take a shot” at his charged posts, but you can casually take a shot at those who disagree?
Mostly, when it comes to this topic, I think he has some points, but I think the way he makes those points can be needlessly inflammatory and that the assumptions he makes about what his points mean are not nearly as universal as he seems to think.
It's not "beholden to DPR," it's "High enough DPR can make up for lack of versatility." Zapp's thesis, and it's fairly conventional, is that the fighter lacks versatility, but it's combat (mainly DPR) potential makes up for that. Pushing back that he shouldn't focus on DPR is at best non-responsive.
I disagree. Everything he posts indicates that DPR is by far the major focus of his game. Which is fine, if that’s what he and his players want. However, I think they may be playing the wrong game...or the wrong edition...if that’s what they prefer.
I'd think so, but the point isn't do you 'need' it, the point is it /does/ support an archetype, and it's something a player would intuitively take even if he wasn't powergaming and the campaign didn't 'over value' DPR. In fact, in that case, it might even turn out to be more disruptive to the campaign, since it probably means it's not running at a high level of optimization...
Obviously, they each do something other than -5/+10, and they have appeal to concept-driven folks, too. Should my Robin Hood type be a "Sharpshooter?" I don't even have to look it up, he's supposed to be splitting arrows, /of course/! You can't dismiss game elements as having no other purpose than to appeal to pathological play styles just because they do appeal to pathological playstyles. (Heck, you could dismiss the whole game that way!)
It's not some sort of B&W morality.
I’ll grant that Sharpshooter has something for it beyond the increased damage. But still....being good with a weapon is kind of baked into the idea of a Fighter, no? Weapon Style choice, or in the past Weapon Specialization, grant benefits to a specific weapon for the character, and each Fighter (or other martial class for 5E) can choose what option he’d like. Having Feats that cause the character to be even more gooder with the weapon seems off, to me. I think those Feats are flawed. I don’t think they really add anything to a character concept that character class doesn’t already cover.
They exist as holdovers from previous editions. More damage and more attacks. If the flaws were strong enough that I felt they were a problem for my game, I’d likely discuss it with my players and houserule some kind of solution. I wouldn’t assume that everyone else had the same problems with these feats, and that the only solution would be to have a 5.5 or “Advanced Options” book. I’d realize that my issue with those feats...or cantrips or class features or spells or whatever....were my issues, and that if I was not willing to fix the problem, then it would remain a problem.