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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="Satyrn" data-source="post: 7357656" data-attributes="member: 6801204"><p>I should clarify something. My definition of ridiculous encompasses things like leaping off a skyscraper with a firehose tied round your waist. That is, I don't really mean ridiculous hard, but rather ridiculously implausible.</p><p></p><p>I think Finding North underground is either straightforward success for a player who draws on his dwarf's stonecunning, his drow's background underground, or some similar declaration. </p><p></p><p>Maybe the player of the human druid declares that he's using his nature skills to locate a fungus that grows in sympathy with leylines that point in directions he's familiar with. (Because I'm cool with players inventing facts to move the story along, this works for me, and in this case, the check - a DC 10 - would be more about deciding if the fungus is actually present rather than deciding if the druid is capable of finding them.)</p><p></p><p>Or, if the player of a human tried divining North by remembering where North was relative to where he entered the dungeon and judging by the twists and turns he's taken since, I'd go with a DC 15 check (that seems hard to do, implausible but not ridiculously so.) </p><p></p><p>So, I'm already providing ways that players can essentially always know where North lies. That part of the feat just doesn't add anything for me.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7357656, member: 6801204"] I should clarify something. My definition of ridiculous encompasses things like leaping off a skyscraper with a firehose tied round your waist. That is, I don't really mean ridiculous hard, but rather ridiculously implausible. I think Finding North underground is either straightforward success for a player who draws on his dwarf's stonecunning, his drow's background underground, or some similar declaration. Maybe the player of the human druid declares that he's using his nature skills to locate a fungus that grows in sympathy with leylines that point in directions he's familiar with. (Because I'm cool with players inventing facts to move the story along, this works for me, and in this case, the check - a DC 10 - would be more about deciding if the fungus is actually present rather than deciding if the druid is capable of finding them.) Or, if the player of a human tried divining North by remembering where North was relative to where he entered the dungeon and judging by the twists and turns he's taken since, I'd go with a DC 15 check (that seems hard to do, implausible but not ridiculously so.) So, I'm already providing ways that players can essentially always know where North lies. That part of the feat just doesn't add anything for me. [/QUOTE]
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