Meh, they're overrated. They're responsible for nearly every "broken character build" out there on the 'net, too, right alongside Multiclassing (which I would be downvoting if Feats weren't somehow getting a half-dozen upvotes in a row in some coordinated strike every morning.)Seriously, what do you all have against feats?!
So you're saying that they're fun.They're responsible for nearly every "broken character build" out there on the 'net, too, right alongside Multiclassing (which I would be downvoting if Feats weren't somehow getting a half-dozen upvotes in a row in some coordinated strike every morning.)
I love them, because they are fun. The other option isSeriously though, I was gonna ask why everyone loved them so much, compared to the other options.
Eh, if you say so. I've lost count of the number of times a feat has upset the balance of my game.So you're saying that they're fun.
I love them, because they are fun. The other option isincreasing a stat or two.
That can pretty easily be adjusted for. I prefer to let the players have their fun.Eh, if you say so. I've lost count of the number of times a feat has upset the balance of my game.
Yeah. These are all good rules.All of these remaining options are pretty good, though. I use all of these in my home game (except Massive Damage, but it wouldn't take much persuasion to get me to include it.) But I have to downvote something in order to keep playing, and Feats is the only option that I've ever regretted allowing.
...you know that's a false equivalence, right? You don't need to allow feats for your players to have fun (that's why they're optional.)That can pretty easily be adjusted for. I prefer to let the players have their fun.