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[and 4th] Feats: What do you use them for?
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<blockquote data-quote="Celebrim" data-source="post: 5633665" data-attributes="member: 4937"><p>This is an adventure/campaign design issue. It's generally true of most games that being a 'one trick pony' ('johnny one-shot') is better than being broadly skilled ('jack of all trades, master of none'), but the utility of that route is called into question if the adventure design puts you in situations where an apparantly secondary skill is essential to success. Your 'one trick' better be one that is applicable in every situation. Usually in 3.x, the 'one trick' was applicable in every combat situation, but outside of a tournament/open dungeon crawl adventures, you may not be able to solve every problem by hitting it with a bigger stick.</p><p></p><p>For my games, I encourage 'jack of all trades, master of one' in that in my gaming, I found more success as a PC by always asking the question, "What can the DM do to kill me?" and plugging that hole, rather than by trying only to get better at my primary combat skill. (I've been playing some nostalgia nethack lately, and I'm struck by how much this is true of Nethack. You may get a long ways with Greyswandir and Gauntlets of Power, but its your weaknesses that will kill you. Then again, if you can't deal a one shot kill to most foes, you probably won't get far either.) As a DM, I try to follow suit, so you can be sure that you'll have to deal with squeezing in tight spaces, balancing on ledges, swimming, survival challenges, diplomacy challanges, evasion, chases, etc. </p><p></p><p>Traditionally in D&D, plugging holes has meant 'magic items' and not feats or skills, but if a feat or skill can cover for a magic item to at least some extent, then that's a pretty good choice.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5633665, member: 4937"] This is an adventure/campaign design issue. It's generally true of most games that being a 'one trick pony' ('johnny one-shot') is better than being broadly skilled ('jack of all trades, master of none'), but the utility of that route is called into question if the adventure design puts you in situations where an apparantly secondary skill is essential to success. Your 'one trick' better be one that is applicable in every situation. Usually in 3.x, the 'one trick' was applicable in every combat situation, but outside of a tournament/open dungeon crawl adventures, you may not be able to solve every problem by hitting it with a bigger stick. For my games, I encourage 'jack of all trades, master of one' in that in my gaming, I found more success as a PC by always asking the question, "What can the DM do to kill me?" and plugging that hole, rather than by trying only to get better at my primary combat skill. (I've been playing some nostalgia nethack lately, and I'm struck by how much this is true of Nethack. You may get a long ways with Greyswandir and Gauntlets of Power, but its your weaknesses that will kill you. Then again, if you can't deal a one shot kill to most foes, you probably won't get far either.) As a DM, I try to follow suit, so you can be sure that you'll have to deal with squeezing in tight spaces, balancing on ledges, swimming, survival challenges, diplomacy challanges, evasion, chases, etc. Traditionally in D&D, plugging holes has meant 'magic items' and not feats or skills, but if a feat or skill can cover for a magic item to at least some extent, then that's a pretty good choice. [/QUOTE]
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