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Choosing between ASI and Feats; how important is a maxed stat?
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<blockquote data-quote="pming" data-source="post: 6570164" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> To the OP: I'm assuming your DM has OK'ed Feats. If not...you definitely want to find out if he's using that optional rule. </p><p></p><p>That said... talk to your DM anyway. About your planned "build". With 5e, <em>everything</em> is up to the DM and is, can, and will be adjudicated on a case by case basis. It's kind of the nature of the beast (a GOOD thing, IMHO!). He may be cool with "do whatever is ok by the rules", but maybe he isn't. Maybe he'll be fine with everything, but modify/change/nix some particular Feat that you want.</p><p></p><p>As an example, in my current 5e game I *just* started on Sunday, I initially said "NO!" to even using Feats. But then I thought about it and said..."F-it! Go ahead"....<em>but</em> I also told players that taking a Feat is NOT going to make their character "tougher/better"...only "different". In short, I outright told them that if a Feat or some combo of using them gives them too much of an edge, I will gleefully change (re: power-up) <em>their PC's opponent</em>, whilst leaving everyone else's 'normal'. One player remarked "So, you're basically punishing us for taking a Feat?". To which I replied: "Nope...I'm just evening everything out. You will NOT be tougher...just different. If you want a Feat, you should probably be taking it for character development and non-mechanics reasons...because the mechanics aren't going to matter much". They thought about it and said, "Ok. We're cool with that". So I know that my players, if someone chooses a Feat, they are doing it to build "character" into their character...and not just thinking of 'stacking bonuses and combos'. Oh, and I did mention that the <em>Alert</em> Feat has changed. The "never surprised" thing is now "not usually surprised", and the "no bonus for others sneaking up on you" is modified; now a separate Initiative roll is made if someone, say, attacks you from the shadows; if you beat him, he doesn't get his cookies...if he beats you, he does.</p><p></p><p>Anyway, my main point is that you should talk to your DM about all your planned "character building choices", because the DM can/will/should change stuff if he thinks it necessary to help run the world and campaign that he wants. This may lead you some perceived combo you have being null and void. (e.g, my changes to the Alert Feat, for example).</p><p></p><p>PS: I agree with others about 5e being designed just right...a nice balance of choice between ability boost, or Feat. As I always say, the best compromise is one where neither party is happy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6570164, member: 45197"] Hiya. To the OP: I'm assuming your DM has OK'ed Feats. If not...you definitely want to find out if he's using that optional rule. That said... talk to your DM anyway. About your planned "build". With 5e, [I]everything[/I] is up to the DM and is, can, and will be adjudicated on a case by case basis. It's kind of the nature of the beast (a GOOD thing, IMHO!). He may be cool with "do whatever is ok by the rules", but maybe he isn't. Maybe he'll be fine with everything, but modify/change/nix some particular Feat that you want. As an example, in my current 5e game I *just* started on Sunday, I initially said "NO!" to even using Feats. But then I thought about it and said..."F-it! Go ahead"....[I]but[/I] I also told players that taking a Feat is NOT going to make their character "tougher/better"...only "different". In short, I outright told them that if a Feat or some combo of using them gives them too much of an edge, I will gleefully change (re: power-up) [I]their PC's opponent[/I], whilst leaving everyone else's 'normal'. One player remarked "So, you're basically punishing us for taking a Feat?". To which I replied: "Nope...I'm just evening everything out. You will NOT be tougher...just different. If you want a Feat, you should probably be taking it for character development and non-mechanics reasons...because the mechanics aren't going to matter much". They thought about it and said, "Ok. We're cool with that". So I know that my players, if someone chooses a Feat, they are doing it to build "character" into their character...and not just thinking of 'stacking bonuses and combos'. Oh, and I did mention that the [I]Alert[/I] Feat has changed. The "never surprised" thing is now "not usually surprised", and the "no bonus for others sneaking up on you" is modified; now a separate Initiative roll is made if someone, say, attacks you from the shadows; if you beat him, he doesn't get his cookies...if he beats you, he does. Anyway, my main point is that you should talk to your DM about all your planned "character building choices", because the DM can/will/should change stuff if he thinks it necessary to help run the world and campaign that he wants. This may lead you some perceived combo you have being null and void. (e.g, my changes to the Alert Feat, for example). PS: I agree with others about 5e being designed just right...a nice balance of choice between ability boost, or Feat. As I always say, the best compromise is one where neither party is happy. :) ^_^ Paul L. Ming [/QUOTE]
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