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D&D Beyond Revisits Popular Feats
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<blockquote data-quote="RogueJK" data-source="post: 7919552" data-attributes="member: 170"><p>D&D Beyond's statistics that they publish regularly show that the majority of characters are Levels 1-4 (~63%), and almost all characters are Level 10 or under (~90%).</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/90-of-d-d-games-stop-by-level-10-wizards-more-popular-at-higher-levels.666097/[/URL]</p><p></p><p>Only ~5% of play is Tier 3 (11-16) and another ~5% play is Tier 4 (17-20). There's discussion in other threads about the reasons for this, from campaign/storyline burnout, to groups falling apart due to real life scheduling conflicts, to the dearth of high level modules, etc.</p><p></p><p>Granted, that's based solely on players who utilize D&D Beyond, since that's a digital database with easily accessible stats to pull from. But one can extrapolate that a similar breakdown would be true in D&D play in general.</p><p></p><p>So building a fun and effective character for low to moderate level play would seem to be a pretty safe bet. (Especially compared to something like one of the various complex, feat-heavy, multiclass builds that don't come online until Level 9/12/15/20/etc.) And a Variant Human Mobile Monk is a very fun and effective character in Tier 1 and Tier 2 play, making you even more effective at your usual Monk stuff while also allowing you to reserve even more of your limited Ki for stuff like Stuns and cool subclass abilities.</p><p></p><p>Besides, dynamic feats like Mobile that let you set up cool, cinematic combat actions like running across the battlefield into the midst of a mob, tossing out a whirlwind of punches and kicks, then scooting away unscathed back to the other side of the battlefield are way more fun in actual play than something more mechanical like Tough that gets you some extra numbers on your character sheet.</p><p></p><p></p><p></p><p>Dunno what to tell you... I've seen it put to good use by a number of other players, and even used it effectively myself on a Monk character.</p><p></p><p>You're right that sometimes things work out differently in actual play than they would appear on paper or in white room theorizing, but that's true from multiple angles... Sometimes what you might see to just be middlingly effective on paper works out to be quite handy in actual play.</p></blockquote><p></p>
[QUOTE="RogueJK, post: 7919552, member: 170"] D&D Beyond's statistics that they publish regularly show that the majority of characters are Levels 1-4 (~63%), and almost all characters are Level 10 or under (~90%). [URL unfurl="true"]https://www.enworld.org/threads/90-of-d-d-games-stop-by-level-10-wizards-more-popular-at-higher-levels.666097/[/URL] Only ~5% of play is Tier 3 (11-16) and another ~5% play is Tier 4 (17-20). There's discussion in other threads about the reasons for this, from campaign/storyline burnout, to groups falling apart due to real life scheduling conflicts, to the dearth of high level modules, etc. Granted, that's based solely on players who utilize D&D Beyond, since that's a digital database with easily accessible stats to pull from. But one can extrapolate that a similar breakdown would be true in D&D play in general. So building a fun and effective character for low to moderate level play would seem to be a pretty safe bet. (Especially compared to something like one of the various complex, feat-heavy, multiclass builds that don't come online until Level 9/12/15/20/etc.) And a Variant Human Mobile Monk is a very fun and effective character in Tier 1 and Tier 2 play, making you even more effective at your usual Monk stuff while also allowing you to reserve even more of your limited Ki for stuff like Stuns and cool subclass abilities. Besides, dynamic feats like Mobile that let you set up cool, cinematic combat actions like running across the battlefield into the midst of a mob, tossing out a whirlwind of punches and kicks, then scooting away unscathed back to the other side of the battlefield are way more fun in actual play than something more mechanical like Tough that gets you some extra numbers on your character sheet. Dunno what to tell you... I've seen it put to good use by a number of other players, and even used it effectively myself on a Monk character. You're right that sometimes things work out differently in actual play than they would appear on paper or in white room theorizing, but that's true from multiple angles... Sometimes what you might see to just be middlingly effective on paper works out to be quite handy in actual play. [/QUOTE]
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