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Feats as Treasure?
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<blockquote data-quote="Deathmonger" data-source="post: 2752411" data-attributes="member: 24929"><p>I wasn't questioning whether it was permitted in the rules, I was questioning whether it would lead anyone at the table to enjoy the game more. </p><p></p><p></p><p></p><p></p><p>Your solution sounds reasonable to me, if in fact people are having less fun because of the "unbelievability" of 'chunky' advancement at every level. I am still of the opinion that a responsible DM will at least poll the group to see whether any of the players think it will actually be more interesting to spend a good piece of their playing time talking about the "training time" inbetween adventures. Yes, some of that can be done over email or whatever, but eventually it will invade time that could be spent adventuring. You need to figure out whether the increased "realism" of gradient advances is _better_ than having whatever time you spend on that be spent on actual gameplay. Even if you don't end up sacrificing game-time, you will spend time on it out-of-session, and you need to evaluate whether its going to be a better game if you spend your time as DM on that or on some other aspect of developing the game. See where I'm going with this? </p><p></p><p>I'm backing off a bit, here. I'm no longer strictly criticizing this approach. I am sure, however, that my own game is better served by overlooking your percieved realism problem in favor of having more time to spend on the parts that are more fun for me and my players. If your players get a kick out of gradient advancement, great! But I would want to know that for absolutely sure before I started writing down who can get what feats and skills where and how many weeks a character will have to spend there.</p></blockquote><p></p>
[QUOTE="Deathmonger, post: 2752411, member: 24929"] I wasn't questioning whether it was permitted in the rules, I was questioning whether it would lead anyone at the table to enjoy the game more. Your solution sounds reasonable to me, if in fact people are having less fun because of the "unbelievability" of 'chunky' advancement at every level. I am still of the opinion that a responsible DM will at least poll the group to see whether any of the players think it will actually be more interesting to spend a good piece of their playing time talking about the "training time" inbetween adventures. Yes, some of that can be done over email or whatever, but eventually it will invade time that could be spent adventuring. You need to figure out whether the increased "realism" of gradient advances is _better_ than having whatever time you spend on that be spent on actual gameplay. Even if you don't end up sacrificing game-time, you will spend time on it out-of-session, and you need to evaluate whether its going to be a better game if you spend your time as DM on that or on some other aspect of developing the game. See where I'm going with this? I'm backing off a bit, here. I'm no longer strictly criticizing this approach. I am sure, however, that my own game is better served by overlooking your percieved realism problem in favor of having more time to spend on the parts that are more fun for me and my players. If your players get a kick out of gradient advancement, great! But I would want to know that for absolutely sure before I started writing down who can get what feats and skills where and how many weeks a character will have to spend there. [/QUOTE]
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