L
lowkey13
Guest
*Deleted by user*
Nah, feats are more of a car parts analogy.Well, that's not necessarily true for two reasons.
First, of course, is the paradox of choice. When confronted by too many choices, a person will often refuse to make any choice at all. It is often better to have a carefully curated selection of choices than to have an infinite number of choices. (There's also the associated issues that you might end up with less happiness because of the number of choices, but that's neither here nor there).
Whether you think of it in terms of behavioral economics or diminishing returns, more choice can actually lead to less choice.
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).
This may be related to the lack of seriousness many players claim comes with the social simulation aspect. Many like to think RPG gaming means a Tactics quick combat simulator, where there isn't time for things like talk and appearance. They argue that charisma should be not a stat, at least not a core one, and that all of the social layers should be pure improv — almost no mechanics. These same folks often are those who obsess, however, over the minutia of combat tactics mechanics.
Personally, I think computer games offer a lot of options in Tactics gaming while tabletop RP with real people is an opportunity to do more of the social stuff. If you want a crunchy numbers game a well-designed computer game can provide that. We're too far from advanced AI for a compelling alternative to real-life gaming for the social simulation part. It's important to have depth and breadth in the rules associated with social simulation or it tends to come crashing down. It's tiring and difficult to do a lot of improv. If your session is very short, you have a lot of time to prepare, and you know how the other players will behave very well, maybe it can work relatively well — especially if your people are good at improv and comfortable with acting. But, if this is so freeing and superior then why not throw out most, if not all, of the combat rules and wing the combats, too?
Remove caps? Because it is always a good idea to BREAK THE WHOLE GAME in order to remove a rule you don't like?! Okay, so I will assume you have never played 3.0 and so don't know all the problems caused by uncapped stats (armour becoming meaningless at high levels, characters having no choice but to max out prime stat in order to remain viable, and many many more). You suggestion is still illogical: you want to change dozens of rules (stat caps, ranged weapons in melee, "loading" property etc etc) in order to enable people to still do the same things they could do anyway using one rule you don't like (which you don't have to use anyway).
Sure, you can build a fire sorcerer or a consumptive gunslinger without feats. And just accept that they are mechanically rubbish characters. You know what? if you want to play a mechanically rubbish character you can still make them even if feats are allowed in you game, because no one forces you to take them. And increasing ability scores by a couple of points is so, so, more interesting! <= [this is sarcasm]
Well of course normally the party can indentify north. But that's not what the feat does. It makes you able to always identify north.So, I assume you misunderstood me.
I have played D&D for decades. I have always played D&D with the implicit assumption that the players knew the directions (North, etc.). This was partly for "realism," (because these are adventurers, duh). And this was partly due to gamist reasons (it makes it a lot easier for mapping and directions).
But by making this a feat, this is no longer a player ability. What, they have to roll (and possibly fai)l to know directions now? Great.* This would mean a lot of unneeded time, unless I make players take this feat. And then it's not a choice- it's just burning resources.
That you don't see this is okay- you don't play at my table. I understand you enjoy feats; feats are fine. But it helps when you expand your horizons to consider that others might play differently than you do.
*FWIW, I ignore this part of the feat.
This logic is absurd.
It doesn't matter how many resources are required, having more optioms gives more choices.
Not at all.You do not believe it's possible to have a choice take away other choices?