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<blockquote data-quote="redrick" data-source="post: 6677818" data-attributes="member: 6777696"><p>I don't know that I have a strong preference, inasmuch as I'd happily play a game with no feats, no multiclassing, or neither of the two, but I allow both when DM'ing, and our other DM allows both as well, and don't have any problem with them.</p><p></p><p>Both feats and multiclassing can certainly play into a kind of playstyle that I personally don't relate to, which is a focus on complicated, optimized builds, but they don't have to be used that way, and I don't know that banning them would necessarily solve any actual problems, other than maybe turning away a number of players, some of whom take complicated character build to an anti-social level. Probably easier to address those issues on a more personal level.</p><p></p><p>I <em>did</em> ban variant humans when my regulars were building 1st-level characters for our "D&D open house" last week. Not because I think there's anything wrong with them, but just because I wanted to limit the amount of complexity for first-time players in what was meant to be a one-off game. Having feats not become available until after 4th level is something that is super friendly to new players, as they have plenty of time to understand their characters before they get into the weird stuff. The variant human feels a little bit of an "experienced players only" option that separates those PCs from the more vanilla options of first-time players. (I chose to let first-time players swap out their generic humans for variant humans within the first few sessions, if they so chose.)</p></blockquote><p></p>
[QUOTE="redrick, post: 6677818, member: 6777696"] I don't know that I have a strong preference, inasmuch as I'd happily play a game with no feats, no multiclassing, or neither of the two, but I allow both when DM'ing, and our other DM allows both as well, and don't have any problem with them. Both feats and multiclassing can certainly play into a kind of playstyle that I personally don't relate to, which is a focus on complicated, optimized builds, but they don't have to be used that way, and I don't know that banning them would necessarily solve any actual problems, other than maybe turning away a number of players, some of whom take complicated character build to an anti-social level. Probably easier to address those issues on a more personal level. I [I]did[/I] ban variant humans when my regulars were building 1st-level characters for our "D&D open house" last week. Not because I think there's anything wrong with them, but just because I wanted to limit the amount of complexity for first-time players in what was meant to be a one-off game. Having feats not become available until after 4th level is something that is super friendly to new players, as they have plenty of time to understand their characters before they get into the weird stuff. The variant human feels a little bit of an "experienced players only" option that separates those PCs from the more vanilla options of first-time players. (I chose to let first-time players swap out their generic humans for variant humans within the first few sessions, if they so chose.) [/QUOTE]
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