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Community
General Tabletop Discussion
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Concerning Feats
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<blockquote data-quote="Jhaelen" data-source="post: 4321065" data-attributes="member: 46713"><p>This is exactly why I think, you'll regret it before long. Standard encounters will no longer be challenging, so you'll always have to modify them in some way. This means more work for you as the DM. You may not notice the extra-effort much for a few level, but once you're in the mid-level region it'll become noticeable.</p><p></p><p>Even without house-rules a party including one or two powergamers can be very difficult to challenge. In my campaign effective party level is now 12 and it's incredible what they can kill in one or two rounds.</p><p></p><p>Ultimately it's for you to decide. If you don't feel it will make much of a difference, give it a try.</p><p></p><p>P.S.: I am using Weapons of Legacy in my campaign. I modified the mechanics, so performing a ritual will only cost xp and gold but not cause any permanent penalties. I introduced them, because magic items are hard to come by in my campaign.</p><p>But in a way that's a similar approach to give the players some 'extras'.</p><p></p><p>Giving your players magic items that allow them to use certain feats might be a more balanced way since they can be lost/destroyed (especially after it turns out they're causing balance problems...).</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4321065, member: 46713"] This is exactly why I think, you'll regret it before long. Standard encounters will no longer be challenging, so you'll always have to modify them in some way. This means more work for you as the DM. You may not notice the extra-effort much for a few level, but once you're in the mid-level region it'll become noticeable. Even without house-rules a party including one or two powergamers can be very difficult to challenge. In my campaign effective party level is now 12 and it's incredible what they can kill in one or two rounds. Ultimately it's for you to decide. If you don't feel it will make much of a difference, give it a try. P.S.: I am using Weapons of Legacy in my campaign. I modified the mechanics, so performing a ritual will only cost xp and gold but not cause any permanent penalties. I introduced them, because magic items are hard to come by in my campaign. But in a way that's a similar approach to give the players some 'extras'. Giving your players magic items that allow them to use certain feats might be a more balanced way since they can be lost/destroyed (especially after it turns out they're causing balance problems...). [/QUOTE]
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Concerning Feats
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