Skill Focus: Diplomacy.
Ritual Caster.
Improving a d20 roll isn't a role-playing feat, neither is a feat that lets you cast spells too powerful or esoteric for combat.
Skill Focus: Diplomacy.
Ritual Caster.
Roleplaying rules is an oxymoron. How would a 'rule' for granting xp for roleplaying look like?! You cannot have anything but roleplaying guidelines in a (roleplaying) game.People throw a little roleplaying into that, but there are zero roleplaying rules in DND. A few roleplaying guidelines, sure. But, no roleplaying rules. As an example, there are XP rules for combat encounters and XP rules for noncombat encounters (only if a skill challenge is involved) and XP rules for quests, but no XP rules for roleplaying.
The problems occur when three people from keterys's group get together with two people from your group and start gaming with their level 16 characters.
The skill challenge system in the DMG is terrible and even it tries to distill roleplaying down to a set of dice rolls.
Roleplaying in DND is the small amount of glue between encounters. It's the tool used to set the stage for the next set of combat adventures.
Really? Do tell, do tell...when I see people choose math over playing the game I want to cry, and trust me I had a very eye opening experiance just last week.![]()
Absolutely. D&D has always been a combat game with free-form roleplaying tacked on. How much emphasis you spend on the free-form roleplaying varies by player and group.
Right, which is essentially the problem with the expertise feats - they make you better at protecting or controlling than other options. This is particularly true for controllers. They're _boring_ but they're the most effective options for doing what you want to be doing - so, they let you pull off the stopping movement with your fighter (yay, cool defender) and landing daze on the solo (yay, cool controller) or pull off the cool two-shot kill (yay, cool striker) or land the hit that lets your side save against the enemy's attack (yay, cool leader) better than almost all the rest of the feats.Feats that let a defender or controller really protect or help others can communicate things about your character's priorities even though they're just doing their job.
I'll admit, I am so glad that you were here to let us know that it's possible to RP in combat. Up until now I'd actually been completely unaware - I actually close my mouth when initiative is rolled and don't open it again until combat ends - I communicate all of my character's actions, purely reduced to attack and damage results with a bit of chess-like notation, via filled-in cards I hold over my head when it's my turn.Add in a bit of that tacked on free form roleplaying in the form of in-combat dialogue, internal soliloquies, quick narrated flash backs, etc., and you can start using the combat mechanics to do characterization. Powers, feats, class features-- basically everything can be keyed off of to communicate things about the character to the participants of the game with a little bit of that glue that is normally reserved for stringing combat together.
There are RP feats? Really? Seriously, if you're looking for RP, 4E is not for you. It is a combat simulator.
Clearly, there are feats he would rather take....keterys said:And I'd _definitely_ rather have other feats on all three of those characters, but it's mathematically imprudent
That's good for you, but maybe for others it's different. I can see waiting until level 15 (when you get a +2 instead), but there are feats that are available until then that might be better for others from a character concept standpoint (and possibly, therefore an RP standpoint).I already have the feats for my core concept by about 2nd... after that it's just a matter of what little fiddly things I want beyond that.
No holier-than-thou intended. Just that you said you would RATHER take other feats, but this +1 was more mathematically prudent.Feel free to assume a holier than thou attitude if you wish, but it doesn't change the underlying math of the game. After the first four or so levels, many characters are _done_ with feats for their concept. In one game folks were done _after 1st level_ - if you've got the skills you want already, some classes just don't have feats that are all that important to roleplaying.
As is, in one game someone was done with feats she wanted by 3rd level and took a multiclass at 4th cause it was better than nothing. Feats do not RP make.