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General Tabletop Discussion
*Dungeons & Dragons
[5e] Feats, what gives?
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<blockquote data-quote="Staffan" data-source="post: 7205879" data-attributes="member: 907"><p>The issue with powergaming is not so much the PC vs monsters balance. As [MENTION=97077]iserith[/MENTION] pointed out, I have infinite dragons at my disposal. My issue is more with balance between players, and that balance is important on two fronts:</p><p></p><p>1. Spotlight time. When one player takes five minutes to play out his turn doing three different things taking out five opponents, and another player's turn is "I shoot that guy. I hit AC 10, so I guess that's a miss?", the second player is probably going to have a worse evening than the first one.</p><p></p><p>2. Squishyness. If one PC is a lot more powerful than others, any threat I introduce to challenge that PC will obliterate the others. I ran into this in a campaign in a Swedish RPG called Mutant: Undergångens Arvtagare ("Mutant: Heirs of the Apocalypse", only tangentially related to Mutant: Year Zero). In M:UA one of my players played a robot (base armor 4 points) who got lucky on one of his rolls for robot special abilities and gained the Armor ability (another 4 points), and who wore fairly strong armor on top of that (an additional 4-5 points). So this guy reduces the damage done by every hit by 12 points - and this is in a system where a typical breech-loaded gun deals 2D8 damage. So that guy was pretty invulnerable. And if I put in an opponent with a weapon that could seriously threaten him, I would have two problems: such a weapon would blast any other PC to smithereens, and after the fight the PCs were likely to have their hands on the mega-weapon. All in all, that's not a good situation.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7205879, member: 907"] The issue with powergaming is not so much the PC vs monsters balance. As [MENTION=97077]iserith[/MENTION] pointed out, I have infinite dragons at my disposal. My issue is more with balance between players, and that balance is important on two fronts: 1. Spotlight time. When one player takes five minutes to play out his turn doing three different things taking out five opponents, and another player's turn is "I shoot that guy. I hit AC 10, so I guess that's a miss?", the second player is probably going to have a worse evening than the first one. 2. Squishyness. If one PC is a lot more powerful than others, any threat I introduce to challenge that PC will obliterate the others. I ran into this in a campaign in a Swedish RPG called Mutant: Undergångens Arvtagare ("Mutant: Heirs of the Apocalypse", only tangentially related to Mutant: Year Zero). In M:UA one of my players played a robot (base armor 4 points) who got lucky on one of his rolls for robot special abilities and gained the Armor ability (another 4 points), and who wore fairly strong armor on top of that (an additional 4-5 points). So this guy reduces the damage done by every hit by 12 points - and this is in a system where a typical breech-loaded gun deals 2D8 damage. So that guy was pretty invulnerable. And if I put in an opponent with a weapon that could seriously threaten him, I would have two problems: such a weapon would blast any other PC to smithereens, and after the fight the PCs were likely to have their hands on the mega-weapon. All in all, that's not a good situation. [/QUOTE]
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[5e] Feats, what gives?
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