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General Tabletop Discussion
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Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="Gadget" data-source="post: 7356843" data-attributes="member: 23716"><p>I kind of feel the same way. In the previous two editions of the game, I came to see feats as just a min/maxer's tool to try and break the system with the ultimate +1,000,000 to whatever one trick pony build the player wanted. Or they were patches on the system so certain concepts work better: like having a mounted knight's steed not be so much of an Achilles heel for the archetype. And I say this as a bit of an optimizer myself. They were too open ended and unbounded in many cases, or too narrow in many others. At least with spells you get a level, School, Class list and such. </p><p></p><p>When 5e came out, I looked at the +5/-10 feats and thought: "Yep, the same old thing again. They just copped out by making them 'optional'." Now I'm not so sure. Maybe my mellowing it influenced by WOTC's restraint in not releasing a mountainous slew of feat bloat to overload the system, but I think some feats, or other gizmos, to increase character options by spending a resource aren't all bad. Increasing weapon or armor access, or the pseudo-multiclassing ones, say. </p><p></p><p>I do think some of the feats in the OP could be eliminated by more guidelines on using skills. I say guidelines because we don't want a pause for 10 minutes "rousing speech time" before every combat because the bard has +x to Perform and a high charisma. Leave it up to the DM for some wiggle room. Maybe everyone who has reached a certain proficiency in survival does not have to roll to determine North. Someone with a certain proficiency with handle animal skill can force attacks that target the mount to target them instead. Or someone with proficiency in both perform & deception can make a charisma (deception) check to imitate someone's voice. Maybe its just a feature of poll arms that they can stop movement on OA? Hopefully this could be done without going too much down the "mother may I" path.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7356843, member: 23716"] I kind of feel the same way. In the previous two editions of the game, I came to see feats as just a min/maxer's tool to try and break the system with the ultimate +1,000,000 to whatever one trick pony build the player wanted. Or they were patches on the system so certain concepts work better: like having a mounted knight's steed not be so much of an Achilles heel for the archetype. And I say this as a bit of an optimizer myself. They were too open ended and unbounded in many cases, or too narrow in many others. At least with spells you get a level, School, Class list and such. When 5e came out, I looked at the +5/-10 feats and thought: "Yep, the same old thing again. They just copped out by making them 'optional'." Now I'm not so sure. Maybe my mellowing it influenced by WOTC's restraint in not releasing a mountainous slew of feat bloat to overload the system, but I think some feats, or other gizmos, to increase character options by spending a resource aren't all bad. Increasing weapon or armor access, or the pseudo-multiclassing ones, say. I do think some of the feats in the OP could be eliminated by more guidelines on using skills. I say guidelines because we don't want a pause for 10 minutes "rousing speech time" before every combat because the bard has +x to Perform and a high charisma. Leave it up to the DM for some wiggle room. Maybe everyone who has reached a certain proficiency in survival does not have to roll to determine North. Someone with a certain proficiency with handle animal skill can force attacks that target the mount to target them instead. Or someone with proficiency in both perform & deception can make a charisma (deception) check to imitate someone's voice. Maybe its just a feature of poll arms that they can stop movement on OA? Hopefully this could be done without going too much down the "mother may I" path. [/QUOTE]
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