D&D 5E Feats: Do they stifle creativity and reduce options?

If that is your advice, then what purpose does the toughness feat serve at all. Just convince the other players to let you play with the highest con stat. Right?
The game world doesn't exist solely to let you play your character concept. You still need to defeat the evil warlord and rescue the dragon (or whatever). If your concept was that you were super tough with Con 13, and the rest of the party had less than that, then you're all still going to die against a bunch of orcs who might notice in passing that your character was marginally less frail than the others.
 

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Instead of needing a feat to further increase toughness, we could just not have capped stats. If we find capped stats desirable then feats shouldn't be created to essentially bypass the capped stat either.
One idea, if you really want to differentiate characters without breaking the power balance associated with capped stats, is to tie every feat directly to one of the stats and have it count against that limit. As an example, the Tough feat can give you +2hp per level, but it reduces your maximum Con score by 2; so your maximum effective Con is still equivalent to 20, except you end up with slightly more HP and slightly lower saves.

Or, more importantly, Great Weapon Master would reduce your maximum Strength score by 2, so you either end up with Strength 20 or Strength 18 + Power Attack + Cleave; you don't get to bypass the limit by effectively getting Strength 22.
 

I agree with FrogReaver's objections to Hussar's characterizations of what constitutes "tough". However I agree with Hussar that feats do increase the number of ways you can increase the toughness of a character, and thus increase options, not decrease them.

Basically, you can have a tough character without feats. However you can have more types of tough characters with feats.

lowkey said:
Second, what some argue is that choice constrains. Think of this in terms of an adjective (as in, an actual adjective). You would say that adjectives are awesome! Adjectives make nouns pop! It's not just a car, it's a RED car.

But an adjective, by definition, is a word that limits a noun. A car can be any type of car, but once you adjective it, you have limited it. A RED car cannot be green; a BIG RED car cannot be a small yellow car, and so on. The more choice points you have, the more limited your options. Because you are defining it in the rules. Now, that's not a bad thing (just like using adjectives isn't a bad thing), but it's real enough that this debate has existed since D&D has existed (as I wrote at the beginning, I remember people arguing about the Thief's abilities, and I'm sure there are antecedent arguments).
That is not limiting options; that is increasing specificity. The options are still there, you've just selected a certain subset of them so as to differentiate between "a car" and "that car".

FrogReaver said:
A few observations:
Customers that want a high quality paint job get more options with shop 1 as they have leftover resources they can do other things with
Customers that that go to shop 2 get more options with shop 2 but no comparable options to what getting the paint job at shop 1 allows
You really are horrible with analogies. Or maybe you work for an ISP's marketing department.

The cost of an option is an entirely separate factor from the option itself, and in the case of feats or stat increases, that cost is always the same (which is why we can ignore it for the purposes of these discussions). Thus, you introducing cost into your comparison as an extra differentiator simply means that your analogy is too far removed from the original case to be at all useful, and doesn't help the discussion.


The issues of cost and value are issues of game balance. If the feats are properly balanced, then they implicitly have the same value as a stat increase. If their value falls too far above or below the value of a stat increase, then they are considered unbalanced (broken or junk). While there are a few unbalanced feats, they are being ignored for this discussion because they introduce extra problems into the evaluation, and that's not the point of this discussion anyway.

All feats are assumed to be balanced for the purpose of this issue, and the specific examples (Tough or Durable) chosen are not considered unbalanced, so they don't get in the way of the actual argument.


FrogReaver said:
In D&D terms.
Modeling a very tough character requires less resources in a game without feats than it does in a game with feats. As such the player in the featless game has more remaining resources to spend on things.
A game with feats provides more options up front but because it now takes more resources to create a very tough character then said tough character end up with less options and no comparable options to the very tough character in the featless game.
Partly right, partly wrong.

Modeling a tough character does require less resources in a game without feats than one with feats. But that's because you're dealing with — if I can use my own analogy — lower resolution. Without feats, you have a blurry or blocky picture of what the character looks like. With feats, you have a more refined picture — higher resolution — because you can be more precise in what each bit means.

For example, I can have a high Con character. Or I can have a high Con character with the Tough feat. Or I can have a high Con character with the Durable feat. I'll say that they all started from 14 Con, and now the pure Con has 16, the Tough still has 14, and the Durable has 15.

There is no difference between my high Con character and the next high Con character. Thus, what that high Con means is blurry and a bit abstract. However he has higher saves, and more hit points, and slightly better HP recovery than a character that did not raise Con.

My character with Tough has a few more hit points than the character that simply has more Con. That means he can last in a fight a bit longer, although he's slightly more susceptible to attacks that require Con saves.

My character with Durable can recover from the fatigue of combat more quickly, and handle more fights per day. And if the starting Con had been odd, he'd also have increased his save bonus, just like the pure Con increase.


All three of those characters are 'tough', but they are tough in different ways. One can last longer in each fight; one can handle more fights per day; and one is better at resisting damage that targets Con while also getting a bit of the benefit of what the feats provide.

If you did not have the option of feats, simply raising Con would give you a little bit of all three options. In increases the save score, it increases your hit points, and it increases how much a hit die will help you recover by 1 point. The feats simply allow you to focus more on one aspect or another of those features, so that you can be much better at increasing hit points, or much better at recovering hit points using hit dice, while possibly sacrificing the +1 to your Con save.


This increases your choices because there are more types of characters that can be described by having those extra options. Or rather, those types of characters can be described more clearly, and thus you have a "higher resolution" view of exactly how that character concept of 'tough' manifests.


So, in summary:

I agree with Hussar that having feats increases the ability to realize his character concept with more precision than otherwise would be available. I do not agree that he cannot realize his character concept without feats, only that such an approach is not as exact.

I do not agree with FrogReaver that having feats reduces choices. I do agree that the lack of feats does not prevent you from realizing a character concept, though it will likely be a bit rougher than what feats allow you to define (though how the DM handles things also affects the results).
 
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Slowly, I am starting to see their point. I am starting to think the more rules you have, the less freedom and creativity the player's have under the illusion they have more "options" which were almost always options they had if they could think of it in the situation.
There's a kernel of truth to that, but it's also something of a design-philosophy blind alley. Take it to the ultimate conclusion and the only good RPG is freestyle rpg. No rules at all means maximum freedom and creativity, adding any rule makes the game worse!

Obviously, that's not true: when a game is sorely lacking in rules adding some opens up more creative avenues than it blocks. Even nominal freestylers use some rules - guidelines, conventions, consensus, but they're basically still rules - to smooth the play process so you don't just get constant cosmic-one-upmanship and bang-you're-dead-am-not-are-too cycles.

The qualities of those rules also matter. Bad rules don't constrain player choice and stifle creativity just because they're rules, they do so because they wreck other rules, as well. Imbalanced options, particularly, clearly do that. You add an imbalanced (OP) option, it can crowd out multiple existing options, including the de-facto option of freestyling.

Many of the 'rules heavy' games like 3.x D&D or RIFTS or whatever that get held up as examples to support this kind of philosophy are good examples of dysfunctional games that drown in supplementation and stifle everything but overweening system mastery. But it's because they're broken systems, not because they're heavy systems. Rules-Heavy, of course, exacerbates that.

But, those cautions aside, there is a danger in codifying things with rules that there's no point in codifying. Particularly in dicing abilities too fine without expanding build resources in proportion. Skills are the clear example, IMHO. It's fine to have skills in an RPG, they let a player define something his PC is good at, they give a convenient mechanism to resolve tasks. But if you take the broad universe of every task a PC might need to do, and break it up into myriad skills, then let a PC choose only a few to be good at, you create a tremendous amount of incompetence in PCs. That can spotlight-balance them, if you have the right number of PCs with the right mix to cover all the bases, it can also leave them stymied if they leave blindspots. The more you add skills to such a dysfunctional system, the worse it gets.

The only alternative isn't to have no skills and just let everyone be equally good (indifferent) at everything, nor have little difference between the skilled and unskilled. The alternative is to have a well-thought-out, fixed, finite list of skills, and allow PCs the skill resources to be broadly competent, impressive in the occasional specialty, and generally emulate characters in whatever genre the game's going for. That's (here it is again) a question of designing balance into the system. Not merely of stripping the system down.


Now, feats, specifically, in 5e specifically?

Meh. It's not a mistake to decline to opt into them, IMHO.
 

But, those cautions aside, there is a danger in codifying things with rules that there's no point in codifying. Particularly in dicing abilities too fine without expanding build resources in proportion. Skills are the clear example, IMHO. It's fine to have skills in an RPG, they let a player define something his PC is good at, they give a convenient mechanism to resolve tasks. But if you take the broad universe of every task a PC might need to do, and break it up into myriad skills, then let a PC choose only a few to be good at, you create a tremendous amount of incompetence in PCs. That can spotlight-balance them, if you have the right number of PCs with the right mix to cover all the bases, it can also leave them stymied if they leave blindspots. The more you add skills to such a dysfunctional system, the worse it gets.

I'm still bitter about there being no Use Rope skill. Nothing was more fun in D&D 3.Xe than maxing out that skill then watching the DM go mad as you tried to shoehorn a rope into every situation.
 

There's a kernel of truth to that, but it's also something of a design-philosophy blind alley. Take it to the ultimate conclusion and the only good RPG is freestyle rpg. No rules at all means maximum freedom and creativity, adding any rule makes the game worse!

Yeah but you don't take it to an ultimate conclusion any more than you take the other direction (a rule for everything) to it's ultimate conclusion. Obviously (as repeatedly stated in this thread) we're talking about a line where on one end is "no rules" and the other end is "every possible rule" and a point on that line somewhere between the two. I am saying as you head more towards the "rules" side you move away from the "freedom" side. That doesn't mean "all freedom is best" but it does mean you can slowly but surely arrive at points in the game where you've made a meaningful jump too far in one direction. And I am wondering if feats are one such jumps.
 


I'm still bitter about there being no Use Rope skill. Nothing was more fun in D&D 3.Xe than maxing out that skill then watching the DM go mad as you tried to shoehorn a rope into every situation.

NitpicK. That was a 3.0 edition skill only.

Although I'm sure there's a Pathfinder - erm PF1 - feat that you take that will grant a +2 bonus to Dexterity checks to tie your favored enemy's hands (and if you want to be the absolutely bestest ranger ever at tying up your favored enemy, you can take a similar feat for tying up feet).

So uh, yeah. 3.5 didn't have any way to model how how good you could use a rope.
 


The concept of feats as a whole is not one of those jumps, no. I do think that the Skill Feats Unearthed Arcana contains one of those jumps, though.
Even then, some of there were okay. Although I only ever paid attention to the one for Athletics so "some" may be "one" [emoji14]
 

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