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Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="Ganders" data-source="post: 7358125" data-attributes="member: 37815"><p>I suspect that the authors of the feats believed, when they were writing those feats, that they were dishing out abilities that normal characters usually wouldn't have. They believed that the things specified in the feats were things that the DM would normally not allow. because only real experts in that field could do such a thing. So they believed that they were not crimping the abilities of everyone else, because these things were already in the 'NO' category, so others' options were unaffected.</p><p></p><p>If those things, in your game, are in the 'YES' category, then you're playing a more high-powered, less gritty-reality version of the game. Which we might agree is a *better* way to play -- one might even say senior-level fun. It really does sound more fun and creative.</p><p></p><p>But in such a game, the feats that characters have available to them need to be different than the feats in the book. Because feats need to give powers and abilities above and beyond what you would normally have. That seems to be their purpose after all -- to make the person who took that feat noticably better at that specialty than anyone who didn't take that feat.</p><p></p><p>If feats in your game are intruding too much on options that are already in the 'YES' space, then you're using feats wrong. You need to beef up the feats so they offer abilities that are usually in the 'NO' space so the DM doesn't feel any need to limit others' options.</p></blockquote><p></p>
[QUOTE="Ganders, post: 7358125, member: 37815"] I suspect that the authors of the feats believed, when they were writing those feats, that they were dishing out abilities that normal characters usually wouldn't have. They believed that the things specified in the feats were things that the DM would normally not allow. because only real experts in that field could do such a thing. So they believed that they were not crimping the abilities of everyone else, because these things were already in the 'NO' category, so others' options were unaffected. If those things, in your game, are in the 'YES' category, then you're playing a more high-powered, less gritty-reality version of the game. Which we might agree is a *better* way to play -- one might even say senior-level fun. It really does sound more fun and creative. But in such a game, the feats that characters have available to them need to be different than the feats in the book. Because feats need to give powers and abilities above and beyond what you would normally have. That seems to be their purpose after all -- to make the person who took that feat noticably better at that specialty than anyone who didn't take that feat. If feats in your game are intruding too much on options that are already in the 'YES' space, then you're using feats wrong. You need to beef up the feats so they offer abilities that are usually in the 'NO' space so the DM doesn't feel any need to limit others' options. [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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