D&D 5E 5E Feat Option = D&D On Easy Mode?

Does the use of Feats in 5E make the game easier?

  • Yes, always!

    Votes: 12 11.8%
  • No, never!

    Votes: 13 12.7%
  • Some feats, yes!

    Votes: 30 29.4%
  • Possibly, but it depends on table expectations/practices!

    Votes: 44 43.1%
  • Some lowkeyesque comment that doesn't pertain to the topic!

    Votes: 3 2.9%

Yeah, pretty much.

5e has some pretty flexible balance and a range of power levels between classes, but the power upgrade of feats vs the cost is pretty easy.
It's emblematic of options as a whole. Any time you add a choice where you replace <options X> with <option Y> there's going to be imbalance. And when you pick <option Y> from a list, then moreso. Because there's always going to be a "best" option.
Because the feats in 5e are so much bigger and so much more defining, it breaks the balance that much quicker.
 

log in or register to remove this ad


So you want organic, but you want all officially mapped out before the dice even roll?
That's even worse than the players who plan their entire build from the get go & will stick to it regardless of how plays actually developing.

Organic is turning in a character sheet in the 1st session that's merely the starting point we find the PC at the beginning of the tale.
And then building upon that as the story progresses in ways that make sense based upon play.

I find it jarring to suddenly level up mid adventure and have brand new capabilities that seemingly come out of no where. If there is sufficient downtime between levels it can work pretty well but there usually isn't.
 


I find it jarring to suddenly level up mid adventure and have brand new capabilities that seemingly come out of no where. If there is sufficient downtime between levels it can work pretty well but there usually isn't.

I agree it can be jarring to have completely new powers just...appear. Sometimes that'll fit the story, but not often. And it makes much more sense for the divine types IMO.

So that's why I RP having my character doing things.
Even when actively adventuring & as players we know we'll lv up every 4-5sessions on av (wich since we play once/week is about at the end of every month).
I typically start RPing this stuff about 1 lv prior to gaining the feat. That gives me roughly 4 sessions to show my character advancing/changing.
 

The alert I got telling me you replied shoed your post before the edit.

I'm glad you eventually realized I just had a typo.

I knew it was a typo, I just have an odd sense of humour. :p
So I changed it to make it more socially acceptable. Tone sometimes gets lost in it all...
 

Having additional abilities and features for a character always makes things easier. The only question is weighing getting a feat versus the ASI you are spending to have it. IME so far, having the feats have definitely been worth the ASI spent.
 

I chose “possibly”. I haven’t played a game that uses feats, so all I have to offer as to why I think feats only possibly make the game easier is theorycraft. An ASI is only as valuable as the ability score you use it on. Raising your most important score(s) is more valuable than a feat, but as those scores are maxed out, feats become more attractive. A feat is definitely better than raising your least important scores, so at some point it becomes a better option. If you start the game with really good numbers in your most important scores, then that point may come sooner rather than later. But if you choose a feat instead of raising an important score, you may actually be making the game harder for yourself. At higher levels, when you’ve already raised those scores, however, having feats as an alternative to using an ASI to increase scores that aren’t important to your character can make the game easier.
 

I've never seen feats make a game to easy. It's really too easy to scale.

Sharpshooter is commonly quoted, but ime I've really seen DMs use copious cover (+2 to ac) and darkness (disadvantage not covered by ss and it still applies to pcs with darkvision!)

GWM is more easily countered with tactics, such as a couple of monsters tying up the gwm fighter and using dodge.

And, if you want to really make things fun, give monsters fests too! Theres a small horde of orcs charging you, but the grizzled and scareed veteran at the back pulls out his axe and does a mighty sweep for a -5/+10 on you!

That'll even the odds.

Well, a nitpick here is that Sharpshooter negates cover so that doesn't change anything.

More importantly, your post proves the point.

If the game needs to be changed/difficulty raised/targeting a specific PC all because they have taken 1 of 2 feats then those feats are too good.

Taking SS or GWM (SS is the worst offender here) increases a PC's damage by about 50%. At level 5 the Sharpshooter Fighter or Ranger will be doing 50% more damage than the Rogue. The +10 is as much damage as the Rogue's Sneak Attack. So the thing they're supposed to be good at, getting precise shots, is being done better by other characters.

It doesn't matter if the DM makes it an arms race with the players, that one PC is much stronger than the others in combat. It will depend on the group whether they are okay with that. It might also incentivize them to start taking those feats for the power over other character concepts which would be unfortunate.

I personally don't mind playing in groups of characters with different levels and/or large magic item disparity. Even I don't really like the idea of having that be a character choice though.
 

This poll is inspired by the many, many threads that have brought up (or been hijacked by) discussions on the use of Feats and their impact on game balance, and the design intention of the 5E developers.

Many see Feats as being a great source of options for a PC, and a great way to individualize their PC, and I think that's accurate. But does this option come with a cost?

Is the use of Feats actually a form of "advanced play"? Are Feats better for players who have a strong understanding of the rules and the game system? Or would those players be better off in games that don't utilize Feats?

Essentially, is activating the Feat Option the same as activating Easy Mode? Select an option in the poll and then post your reasons.
Skimming the first few responses, I can see this question immediately ran into the question of what constitutes difficulty? I've done a bit of work on that. I think game difficulty can be looked at as subjective and comparative. Performance is also a factor.

Subjective difficulty is roughly my expectation of overcoming a game challenge. The baseline is a coin flip: I'm as likely to succeed as I am to fail so I expect to succeed at least once if I try it a few times. "Easy" would mean that I succeed more often than that. "Hard" would mean that I succeed less often. In commercial PVE games the balance is typically shifted so that "Medium" is something like a 2/3rds expectation of success, "Hard" is a 50/50, and "Easy" is perhaps 4/5 or 9/10.

Comparative difficulty is my expectation relative to those of other players. The baseline is that I sit in the middle of my cohort (group of players) and that the curve is normal (a bell-curve). A challenge that is a coin flip for me might be a gimme for someone at the high-performance-end of the curve. While a challenge that is subjectively "Easy" for me might be "Hard" for someone at the low-performance-end. Challenges are ordered along the x-axis at the point where the players sitting there have a 50/50 chance to overcome them. The y-axis is of course the number of players at that point. A medium challenge in abstract should be one where 50% of players have a 50/50 expectation to succeed. Players are also ordered along the x-axis, so that they are at the point that they have a 50/50 chance to overcome whatever challenge sits there: producing a confound where you have to go back and forth between ranking challenges, and ranking players. The scales are homed in on by having players iterate through randomly selected challenges. This is part of why chess masters in a given era can't be exactly ranked against those in previous/later eras. Bayesian mathematics can be used for these orderings.

Performance captures that some days I'm on fire, other days I'm not so hot. My physical and mental preparedness constantly fluctuates, often due to external factors such as my co-players or local climate that impact my comfort, willingness, and so on. Performance creates fuzziness in my true position, so that each player occupies a range of comparative ranks. The volatility that performance produces means that to know true difficulty for even one player, they need to at least iterate on different days and permutations of the design space for a given game's challenges.

The 5e DMG implies a difficulty scale. The Encounter Thresholds represent designer guesses and intentions about that. "Easy" encounters are those that a player taken randomly from among all players would be heavily favoured to overcome. "Hard" are those that a player taken randomly is still favoured to overcome, but could fail. Even for "Deadly" encounters, I believe a player would be favoured to overcome the challenge, but with a slightly higher chance to fail. It could be something like - for any player - Easy = 99% expectation to overcome, Hard = 80%, Deadly = 75%. To me, 5e appears intended to be an "Easy" game. Baseline.

Against the designed baseline, many feats unarguably increase player expectation of success. Taking Lucky, Sharpshooter, GWM, Crossbow Expert, or any feat that is mechanically stronger than an ASI, causes that consequence. Some feats are "traps". Savage Attacker is the best example. It's strictly worse than an appropriately placed ASI. Some feats are not traps, but might not contribute as much to expectation of success as an ASI. Linguist could be an example. If you want to speak more languages, it nails that for you, but speaking more languages in many instances won't change your expectation of overcoming an encounter. It might be best to think of those as at right-angles to difficulty, at least insofar as the average encounter is concerned. Published adventures also offer a baseline for encounter difficulty, which I think is currently near to but not the same as the DMG baseline.

Many DMs change encounters to match expected performance of their players. They are changing subjective difficulty by sliding their encounters along the comparative x-axis so that their group has whatever expectation of success they equate with Easy/Medium/Hard etc. One would only be able to estimate the true difficulty of their encounters by running them for other randomly chosen groups. That's why some people feel like feats don't change difficulty.

To answer your question then: yes, feats make the game easier in a very real sense. Players with access to feats will foreseeably slide upwards along the comparative scale against players without access to feats. Subjectively, they might not notice because their DM might change the encounters they face.
 
Last edited:

Remove ads

Top