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*Dungeons & Dragons
[5e] Feats, what gives?
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<blockquote data-quote="Barolo" data-source="post: 7205504" data-attributes="member: 61932"><p>It depends on gaming styles. In some tables, feats such as actor or keen mind might have more impact than GWM or CE, as they can be cleverly used to avoid or overcome situations that could have been deadly if approached by the combat route. In some other tables, a lot of improvised actions might be in play, which could benefit from straightforward pluses provided by ABIs, which in turn become highly valued, and feats fall as secondary.</p><p></p><p>The thing is, as inclusive as 5e tries to be, it is not really possible to cater for all possible gaming styles without some rules tweaking, as some of those styles actually pursuit opposed goals regarding some aspects of the game. So, generally speaking, non-essential rules can be considered optional, and several rules variants are presented in the DMG, hopefully enabling whatever gaming preference your table has.</p><p></p><p></p><p></p><p>Regarding rests, if a game is a dungeon crawl, with short time between encounters, and the need to clean up a whole section within one day, 8 hour long rests and 1 hour short rests might prove adequate to balance out resources between classes. But if the game will be mostly an outdoors exploration trip, with very long periods between encounters, maybe using 8 hours short rests and long rests available depending on accommodations (like an cozy inn to comfortably and properly rest) might prove a more adequate fit.</p></blockquote><p></p>
[QUOTE="Barolo, post: 7205504, member: 61932"] It depends on gaming styles. In some tables, feats such as actor or keen mind might have more impact than GWM or CE, as they can be cleverly used to avoid or overcome situations that could have been deadly if approached by the combat route. In some other tables, a lot of improvised actions might be in play, which could benefit from straightforward pluses provided by ABIs, which in turn become highly valued, and feats fall as secondary. The thing is, as inclusive as 5e tries to be, it is not really possible to cater for all possible gaming styles without some rules tweaking, as some of those styles actually pursuit opposed goals regarding some aspects of the game. So, generally speaking, non-essential rules can be considered optional, and several rules variants are presented in the DMG, hopefully enabling whatever gaming preference your table has. Regarding rests, if a game is a dungeon crawl, with short time between encounters, and the need to clean up a whole section within one day, 8 hour long rests and 1 hour short rests might prove adequate to balance out resources between classes. But if the game will be mostly an outdoors exploration trip, with very long periods between encounters, maybe using 8 hours short rests and long rests available depending on accommodations (like an cozy inn to comfortably and properly rest) might prove a more adequate fit. [/QUOTE]
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[5e] Feats, what gives?
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