D&D 5E How do you feel about games without Feats and Multiclassing?

How do you feel about games without Feats and Multiclassing?

  • I'll only play WITH Feats and Multiclassing.

    Votes: 27 23.5%
  • I'll only play WITHOUT Feats and Multiclassing.

    Votes: 10 8.7%
  • I'll play either way.

    Votes: 63 54.8%
  • It's complicated.

    Votes: 30 26.1%
  • Cake.

    Votes: 10 8.7%

overgeeked

B/X Known World
I'm the exact opposite of @TwoSix... I don't care what my game mechanics are for my character, because my character is its wants, its needs, its personality, its relationships to other people... it's ENTIRELY how they are roleplayed.

The board game part of an RPG can be whatever the GM wants to use. Doesn't matter to me one bit. If they want to roleplay in and around playing Risk? Fine. Great. If the GM is good and they can merge the two together into something that's compelling and interesting, then I'll go along with it.

As far as D&D is concerned... the board game part is just numbers. Adding them and subtracting them, and then layering on top of them a thing veneer of what they "represent" to connect it to the roleplaying part of the game. But that connection is exceedingly tenuous and for me drops away almost completely once we actually start playing.

I've said this before, but It always boggles my mind when someone says they need to use feats in order to differentiate their character. Because to me... most feats just make numbers higher on what you have written down on your character sheet. And the veneer of what that "feat" represents gets lost amongst all the other things that raise up that number.

In Pathfinder I took the Dodge feat to gain a +1 to my AC. Okay. Great. Apparently my character is now dexterous enough to dodge attacks now. Okay. And thus it means my AC is now one number higher. But how is that one point different than just strapping on a small shield? Or gaining a magical AC bonus to my armor? Or raising my DEX modifier by a point? Guess what... it's not different. That Dodge feat has done NOTHING to "distinguish" my character whatsoever that I couldn't already do seven different ways to Sunday. So having that feat to make my character different has not accomplished anything. I'm not PLAYING my character any differently because I have the Dodge feat now... my character is exactly the same except a random number in the board game is one point higher.

If I want to play a dodging, rolling, tumbling, parrying character in the world of the game... I'll roleplay him that way. All my descriptions of what I'm doing, how I'm moving, my instincts and personality in social situations will be what get that personality trait across-- NOT the numbers in the board game. I could have a character with a DEX of 12 and still roleplay the character that way and nobody would bat an eye. Why? Because again... the connection between the numbers in the board game and the veneer of what the represent is tenuous at best and is not actually necessary. So worrying about it is a waste of my time.
Up until the DM calls for DEX checks every time you describe dodging and rolling.
 

log in or register to remove this ad


I will play both, but I was not terribly enthused by feats in D&D. With multi classing it is always a double edged sword. 3E really streamlined the multi classing process, but it also greatly changed the game (and sometimes I like playing that style where you can use class dipping to build a concept, but sometimes I crave something much more basic and clean)
 

iserith

Magic Wordsmith
I'm the exact opposite of @TwoSix... I don't care what my game mechanics are for my character, because my character is its wants, its needs, its personality, its relationships to other people... it's ENTIRELY how they are roleplayed.

The board game part of an RPG can be whatever the GM wants to use. Doesn't matter to me one bit. If they want to roleplay in and around playing Risk? Fine. Great. If the GM is good and they can merge the two together into something that's compelling and interesting, then I'll go along with it.

As far as D&D is concerned... the board game part is just numbers. Adding them and subtracting them, and then layering on top of them a thing veneer of what they "represent" to connect it to the roleplaying part of the game. But that connection is exceedingly tenuous and for me drops away almost completely once we actually start playing.

I've said this before, but It always boggles my mind when someone says they need to use feats in order to differentiate their character. Because to me... most feats just make numbers higher on what you have written down on your character sheet. And the veneer of what that "feat" represents gets lost amongst all the other things that raise up that number.

In Pathfinder I took the Dodge feat to gain a +1 to my AC. Okay. Great. Apparently my character is now dexterous enough to dodge attacks now. Okay. And thus it means my AC is now one number higher. But how is that one point different than just strapping on a small shield? Or gaining a magical AC bonus to my armor? Or raising my DEX modifier by a point? Guess what... it's not different. That Dodge feat has done NOTHING to "distinguish" my character whatsoever that I couldn't already do seven different ways to Sunday. So having that feat to make my character different has not accomplished anything. I'm not PLAYING my character any differently because I have the Dodge feat now... my character is exactly the same except a random number in the board game is one point higher.

If I want to play a dodging, rolling, tumbling, parrying character in the world of the game... I'll roleplay him that way. All my descriptions of what I'm doing, how I'm moving, my instincts and personality in social situations will be what get that personality trait across-- NOT the numbers in the board game. I could have a character with a DEX of 12 and still roleplay the character that way and nobody would bat an eye. Why? Because again... the connection between the numbers in the board game and the veneer of what the represent is tenuous at best and is not actually necessary. So worrying about it is a waste of my time.
Long live Int-5 Sherlock Holmes!
 

TwoSix

Dirty, realism-hating munchkin powergamer
No. I'm noting a flaw in your statement from my perspective and you're selecting to take it personally. Disagreeing with you is not attacking you. If you trun it into an attack, that is something for you to work through on your own.

I suggest you revisit the merits of my statement. Note that I discuss how rules limit, and can also inspire, roleplaying.
You can disagree without attacking me, which is what you're doing when you say snarky crap like "I don't mean to alarm you, but D&D is a roleplaying game." Don't do that, and we won't have issues.
 

I voted for "I'll play either way" and "It's complicated" - I will play either way, but I will consider whether or not to play in such a game depending on the reasoning behind the exclusion.

If the dm is new to dming, or a majority of players are, then leaving out optional rules is a good way to simplify the system a bit and keep balance. I'd go along with that. (When I've done this, the elements were always adding in later once everyone figured the system out.)

If the dm has experience but wants to leave the options out to 'balance' the game or to go for a specific, old-school feel, I'll put that in the 'cons' column when deciding to join the game. It's not necessarily a dealbreaker, but it's a point against. Not because those are intrinsically bad reasons, but because they point to a dm style I'm not interested in playing in.

In an open-table game, I would outright recommend no multiclassing for niche protection, a little bit of balancing, and ensuring character theme, but that's a particular context. But leaving out feats in that context doesn't help any of those elements, so would be a point against.
 

el-remmen

Moderator Emeritus
Assuming a good DM who is running a game in the general style I prefer as a player, than I am willing to try almost any optional or house rules. Those options or house rules that fall outside that "almost any" are very likely to violate the "general style" caveat anyway.
 

MoonSong

Rules-lawyering drama queen but not a munchkin
I don't have a problem playing without them, although I prefer to have the option.

In my own games I use both. The only restriction is that multiclassing must normally be done at the start (we usually start at 3rd level). I see classes as typically requiring significant training, so if the fighter decides at 10th level that he really wants to be a wizard, that means that he'll need to retire and spend a few years training to do so (unless he already had a level of wizard, in which case he'd already completed that training). It also eliminates the worst level-dipping, while still leaving the option open for players that want to play something that isn't covered by a single class.
So you mean even the sorcerers need to go to college in order to become sorcerers?

We see 'STR +4' on our character sheet, and we suspend our disbelief by thinking that actually makes our character "strong". But it doesn't. It never has. Our character isn't "strong" just because the number says so. After all... I can roleplay my character as not being able to lift anything whatsoever regardless of what is written on the sheet. Just like players ALL THE TIME use Intelligence as their "dump stat" and yet play their character the same exact way using their own skills as a player to come up with ideas and solve problems. That -1 in INT meant nothing to the character.
But you are still hitting every time with strength weapons for a lot of damage? Can wear heavy armor without problem? Don't have issues carrying a lot of gear? Because you aren't roleplaying a weak character, rather a lazy character that won't bother doing some stuff... I don't know, this feels like cheating...
 

Arilyn

Hero
If mechanics and stats don't mesh with the image I have of my character, it gets frustrating. And not from a purely game point of view.

If I want to play a daring, lucky swashbuckler, it's nice to have some way for that luck to be represented. It's noticeable that my 14 str. fighter doesn't quite hit as well as the typical 5e fighter, but he's more well rounded. These things are noticed. And when I play him as meditative, educated, and a little emotionally aloof, the mechanical bits can help make him more authentic. His high wisdom makes sense and sells the idea that he's alert and gaining proficiency in wis saves backs up my idea that he doesn't easily fail wis saves. Without the feat, he'd still have that high wisdom and be meditative and all that, but the feat gives the whole picture some extra punch because it will be noticed that he really shines in this regard. If I say he's really awesome at wis saves, and he's just fair, that's going to jar (of course this assumes well behaved dice... 🎲.)
 

jgsugden

Legend
You can disagree without attacking me, which is what you're doing when you say snarky crap like "I don't mean to alarm you, but D&D is a roleplaying game." Don't do that, and we won't have issues.
Playful chit chat is not an attack. Taking it that way is a huge overreaction.

A wise practice on the internet is to assume everything written is intended in the most positive way possible. I suggest considering why that approach would be beneficial.
 

Remove ads

Top