D&D (2024) D&D Background and Origin Feat Article


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I mean, yeah, that’s how I work out the tip on a bill at a restaurant. But that’s easier when the price is rendered as $55.23 instead of 5 gold, 5 silver, 23 copper. And moreover, it’s just a bizarre benefit for a Feat to give. It doesn’t grant the player’s character the ability to do something special, it warps the way the world they’re interacting with works. It’s a (and I hate that I’m using this term but I think it’s accurate) dissociated mechanic.
I agree. That's an odd one that has little to do with what the feat appears to represent in the setting.
 



How is that different from hypnotic pattern?
With Hypnotic Pattern the character casts a spell in the universe, the effect of which is that creatures that witness the pattern fall under the character’s charm.

With Crafter, the character doesn’t do anything. The player simply has a passive “the DM must play all NPCs as willing to give you a 20% discount” effect.
 


With Hypnotic Pattern the character casts a spell in the universe, the effect of which is that creatures that witness the pattern fall under the character’s charm.

With Crafter, the character doesn’t do anything. The player simply has a passive “the DM must play all NPCs as willing to give you a 20% discount” effect.
Not sure why you think the character isn't doing anything.
 

I said special, not magical.

Hitting an enemy with a Greatsword 8 times in a round isn't magical, but it makes a DM obligated to change monster behavior.
How? Losing more hit points doesn't force a behavior change, unless that gives the monster the "dead" condition.
 



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