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Do you want variety or bonuses in your feats?
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<blockquote data-quote="I'm A Banana" data-source="post: 5599654" data-attributes="member: 2067"><p>I don't really care of a minmaxer minmaxes. Like you said, they don't have to. If having a bigger...er...<em>attack bonus</em> is vitally important to them, let them pump it up and feel like MR. Tough Guy. No sweat off my back.</p><p></p><p>For the record, I'd also like the dramatist to dramatize, the chill guy to be chill, and the mischief-maker to make mischief. People should do what they have fun doing.</p><p></p><p>Problems enter more when the minmaxer has a +7 with Swords and a +4 with hammers, so they try to hawk their magic hammer to the first passerby.</p><p></p><p>Or when the "character player" has a +4 with everything while everyone else has a +7 with <em>something</em>, and so whiffs on ALL of their attacks instead of just their hammer attacks. </p><p></p><p>That's when people stop having fun, since your game is narrow and dull, or your constant misses are leading you to think that playing <em>Torchlight</em> has a lot less math...</p><p></p><p>Giving both players +5 with everything would help out immensely in both situations. And if the minmaxer can eke out a situational +7 and the character player occasionally has a pointless ability, it's less of a problem overall. In part because it is a rare event, rather than a constant state of affairs.</p><p></p><p></p><p></p><p>Hey, Internet Psychic, your mind-reading device is broken. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I really just believe I shouldn't have to frickin' babysit my D&D game. "No, Jenny, don't choose that feat, your character is too narrowly focused. No, Auggie, don't pick that feat, it's useless. No, Thomas, don't put that mini in your mouth, you might choke."</p><p></p><p>I have enough responsibilities as a DM without protecting my players from the game they're playing. A good DM can solve all problems. A good game shouldn't need a good DM to solve its problems, though.</p><p></p><p>I'm really kind of mystified about the defensiveness over this. It's not like spinning feats off into two camps would <em>hurt anyone</em>, as far as I can see. Billy Big Bonus has his numbers to tweak, and Versatile Vanessa has her pool of possibilities to plumb. And Lazy DM KM can get on with the game, without having to remind anyone to brush their teeth and remember their jacket.</p><p></p><p></p><p></p><p>IMXP, most groups are a mix of characters. Very few groups stake out one extreme position and draw a line in the sand separating them from every other position. This is especially true when the groups are new, and when players and DMs alike have the biggest chance of falling into the "I'll take <em>Linguist</em>, You'll take <em>Improved Defenses</em>, and those are entirely similar options because it costs the same resource to get them!" trap.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5599654, member: 2067"] I don't really care of a minmaxer minmaxes. Like you said, they don't have to. If having a bigger...er...[I]attack bonus[/I] is vitally important to them, let them pump it up and feel like MR. Tough Guy. No sweat off my back. For the record, I'd also like the dramatist to dramatize, the chill guy to be chill, and the mischief-maker to make mischief. People should do what they have fun doing. Problems enter more when the minmaxer has a +7 with Swords and a +4 with hammers, so they try to hawk their magic hammer to the first passerby. Or when the "character player" has a +4 with everything while everyone else has a +7 with [I]something[/I], and so whiffs on ALL of their attacks instead of just their hammer attacks. That's when people stop having fun, since your game is narrow and dull, or your constant misses are leading you to think that playing [I]Torchlight[/I] has a lot less math... Giving both players +5 with everything would help out immensely in both situations. And if the minmaxer can eke out a situational +7 and the character player occasionally has a pointless ability, it's less of a problem overall. In part because it is a rare event, rather than a constant state of affairs. Hey, Internet Psychic, your mind-reading device is broken. :p I really just believe I shouldn't have to frickin' babysit my D&D game. "No, Jenny, don't choose that feat, your character is too narrowly focused. No, Auggie, don't pick that feat, it's useless. No, Thomas, don't put that mini in your mouth, you might choke." I have enough responsibilities as a DM without protecting my players from the game they're playing. A good DM can solve all problems. A good game shouldn't need a good DM to solve its problems, though. I'm really kind of mystified about the defensiveness over this. It's not like spinning feats off into two camps would [I]hurt anyone[/I], as far as I can see. Billy Big Bonus has his numbers to tweak, and Versatile Vanessa has her pool of possibilities to plumb. And Lazy DM KM can get on with the game, without having to remind anyone to brush their teeth and remember their jacket. IMXP, most groups are a mix of characters. Very few groups stake out one extreme position and draw a line in the sand separating them from every other position. This is especially true when the groups are new, and when players and DMs alike have the biggest chance of falling into the "I'll take [I]Linguist[/I], You'll take [I]Improved Defenses[/I], and those are entirely similar options because it costs the same resource to get them!" trap. [/QUOTE]
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