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General Tabletop Discussion
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5th edition design notes: Feats
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<blockquote data-quote="ZephyrTR" data-source="post: 5263182" data-attributes="member: 91875"><p>What you described isn't what I'm representing. When I say feats are meant to ROUND OUT a character, that's what I mean. Say I pick 'bloody axe' stuff to start, but I want to be bilingual and take bold movements in battle? Well, then I take a feat that gives me another language and a feat that gives me +4 to AC against Opportunity Attacks. That's what 'rounding out' is.</p><p></p><p>In a world that emphasizes interaction, what you're capable of doing is maybe three fourths of who you are, if you ask my opinion (not everyone will agree with that). Feats help you branch out from your class a bit, so you can do OTHER stuff well, too. That's why there's no class restrictions on most feats.</p><p></p><p>About Ability restrictions on Feats, they only don't work if the restrictions aren't reflecting a necessary 'base aptitude' for that feat to function. Acrobatic Steps has a DEX restriction because if you have a 10 DEX, you're not remarkably balanced and coordinated, now are you?</p><p></p><p>I don't know the 'Raging Storm' feat, so I don't think i can comment on that -- I do let players try to talk me into giving them something they're not technically qualified for, though, if they can claim some racial or class-based aptitude that makes up for their lack of raw ability.</p><p></p><p>And in DnD, yes, you ARE your stats. What you can do, and your success rate, is defined by your stats. WHO you are is up to the player. Quoting Chuck Palahniuk doesn't make you correct.</p><p></p><p>And if you want to use a flail and a sword, yeah, you're gonna need to take more feats to get all the cool stuff associated with those weapons -- fighting with two weapons that are used COMPLETELY differently is harder to do than using two different length blades. That doesn't mean you shouldn't do it!!! It just means starting out it might be a lil harder.</p></blockquote><p></p>
[QUOTE="ZephyrTR, post: 5263182, member: 91875"] What you described isn't what I'm representing. When I say feats are meant to ROUND OUT a character, that's what I mean. Say I pick 'bloody axe' stuff to start, but I want to be bilingual and take bold movements in battle? Well, then I take a feat that gives me another language and a feat that gives me +4 to AC against Opportunity Attacks. That's what 'rounding out' is. In a world that emphasizes interaction, what you're capable of doing is maybe three fourths of who you are, if you ask my opinion (not everyone will agree with that). Feats help you branch out from your class a bit, so you can do OTHER stuff well, too. That's why there's no class restrictions on most feats. About Ability restrictions on Feats, they only don't work if the restrictions aren't reflecting a necessary 'base aptitude' for that feat to function. Acrobatic Steps has a DEX restriction because if you have a 10 DEX, you're not remarkably balanced and coordinated, now are you? I don't know the 'Raging Storm' feat, so I don't think i can comment on that -- I do let players try to talk me into giving them something they're not technically qualified for, though, if they can claim some racial or class-based aptitude that makes up for their lack of raw ability. And in DnD, yes, you ARE your stats. What you can do, and your success rate, is defined by your stats. WHO you are is up to the player. Quoting Chuck Palahniuk doesn't make you correct. And if you want to use a flail and a sword, yeah, you're gonna need to take more feats to get all the cool stuff associated with those weapons -- fighting with two weapons that are used COMPLETELY differently is harder to do than using two different length blades. That doesn't mean you shouldn't do it!!! It just means starting out it might be a lil harder. [/QUOTE]
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