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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="Nevvur" data-source="post: 7357378" data-attributes="member: 6783882"><p>Certain feats enable certain builds that are attractive to certain types of players. Your run of the mill optimizer will just seek out the next best build in a game without feats. I wouldn't try to use feats/no feats as a switch to social engineer my friends into being creative, and I don't think there's a direct connection between feat availability and the ability to express a variety of character concepts.</p><p></p><p>During session 0 of my latest campaign, I strongly advocated to my players for a game without feats and multiclassing. I also advised them they would be participants in part 1 of a 3-part campaign (roughly structured levels 1-8, 8-12, 12-15) and that we could revisit character creation and progression options between each part of the campaign. I also suggested that when we reach part 2 or 3, we would then activate feats, multiclassing, and possibly other options as a sort of "prestige class system." The players consented. They're going to hit level 4 soon, so it's just ability score increases for now.</p><p></p><p>I'm leaving the fluff of any potential prestige classes to the players. Maybe they're something new and unique, maybe they discover and join an ancient secret order. Or they can ignore that narrative framing and just treat their new abilities as a thing they've been practicing, I'm not actually that picky. The point is to shunt whatever imbalance these optional systems have into Tier 2 and higher, where things are a little crazier anyway. It enhances stability in Tier 1, and preserves most builds for players accustomed to games with those options (admittedly, it imposes some narrative timing on how the character acquires their build, unlike someone who acquires a feat or multiclass level earlier in their career)</p><p></p><p>It may not actually work out that way. As I said, the plan is to revisit character creation and progression options at a later time, and the group may decide to maintain the status quo. I'm fine either way. For now I appreciate the absence of feats and multiclassing for the reduced complexity. It has produced no noticeable effect on the creativity of my players.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7357378, member: 6783882"] Certain feats enable certain builds that are attractive to certain types of players. Your run of the mill optimizer will just seek out the next best build in a game without feats. I wouldn't try to use feats/no feats as a switch to social engineer my friends into being creative, and I don't think there's a direct connection between feat availability and the ability to express a variety of character concepts. During session 0 of my latest campaign, I strongly advocated to my players for a game without feats and multiclassing. I also advised them they would be participants in part 1 of a 3-part campaign (roughly structured levels 1-8, 8-12, 12-15) and that we could revisit character creation and progression options between each part of the campaign. I also suggested that when we reach part 2 or 3, we would then activate feats, multiclassing, and possibly other options as a sort of "prestige class system." The players consented. They're going to hit level 4 soon, so it's just ability score increases for now. I'm leaving the fluff of any potential prestige classes to the players. Maybe they're something new and unique, maybe they discover and join an ancient secret order. Or they can ignore that narrative framing and just treat their new abilities as a thing they've been practicing, I'm not actually that picky. The point is to shunt whatever imbalance these optional systems have into Tier 2 and higher, where things are a little crazier anyway. It enhances stability in Tier 1, and preserves most builds for players accustomed to games with those options (admittedly, it imposes some narrative timing on how the character acquires their build, unlike someone who acquires a feat or multiclass level earlier in their career) It may not actually work out that way. As I said, the plan is to revisit character creation and progression options at a later time, and the group may decide to maintain the status quo. I'm fine either way. For now I appreciate the absence of feats and multiclassing for the reduced complexity. It has produced no noticeable effect on the creativity of my players. [/QUOTE]
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