Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pming" data-source="post: 7358143" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>O_O ...that's ...that's a lot of posts!</p><p></p><p>Just to clarify my stance; having "more options" doesn't automatically mean it's "less creative". But those options DO have to be handled right. For example, there are a LOT of options in a lot of DIY games like GURPS or HERO System. But in those systems, someone could make a "damage dealing fighter" in several different ways. You could have two big damage dealing fighters in the same party and each could be wildly different in how they deal that damage; one could go more accuracy, another could just spend points on beefing up his physical strength stat, or one could hedge their bets and spend some on several complimentary options...the end result is that all of those fighters using a 2-h sword would be doing roughly the same damage over the course of a combat. But each does it in their own way.</p><p></p><p>With 5e..this isn't really that easy. If you want to do a lot of damage with a two handed sword, you pretty much have to take GWM weather you like it or not simply because there isn't much else you can do to increase your damage capability with a two-handed sword. The way that Feats are in 5e, my group and I found that it limited our "reasonable choices" for making a big damage dealing fighter with a 2-h sword (as an example). Take GWM or you will never be able to deal as much damage as someone with the same stats that does have GWM. The -5 is big at low levels...once you are approaching 10th (we noticed it at 6th/7th level), that -5 becomes a LOT less of a hurdle.</p><p></p><p>The OP's claim of "if you don't have the feat...you can't do it" is something we found with 3.x/PF mostly. With 5e, a little less so. But that's probably because of how I interpret skill checks and such. (short version: if you don't have a skill taken, your BEST success will be slightly better than the average check by someone who does have that skill... ie, you will never be able to 'know more' than someone who has the skill). So someone with the "Actor" feat would be the equivalent of someone who was 'skilled' in it...and if they had both the feat and the 'skill', they would be that much better than someone who just has the skill. (oh, and for those Feats that just use an ability check thing?...you have the 'skill' if you have the Save proficiency bonus on that ability).</p><p></p><p>Bottom line: Games built around "options" tend to do it a LOT better. With 5e and Feats, they should have made them more generic so a Feat could cover many different aspects of play (combat, skill use, etc). The way 5e feats are, for us at any rate, all they served to do was place great pressure on a player to take certain feats ALL THE TIME when making some type of character. When the player bucked the system, they were effectively punished (mechanically) for not "taking the optimal Feat" for their build.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7358143, member: 45197"] Hiya! O_O ...that's ...that's a lot of posts! Just to clarify my stance; having "more options" doesn't automatically mean it's "less creative". But those options DO have to be handled right. For example, there are a LOT of options in a lot of DIY games like GURPS or HERO System. But in those systems, someone could make a "damage dealing fighter" in several different ways. You could have two big damage dealing fighters in the same party and each could be wildly different in how they deal that damage; one could go more accuracy, another could just spend points on beefing up his physical strength stat, or one could hedge their bets and spend some on several complimentary options...the end result is that all of those fighters using a 2-h sword would be doing roughly the same damage over the course of a combat. But each does it in their own way. With 5e..this isn't really that easy. If you want to do a lot of damage with a two handed sword, you pretty much have to take GWM weather you like it or not simply because there isn't much else you can do to increase your damage capability with a two-handed sword. The way that Feats are in 5e, my group and I found that it limited our "reasonable choices" for making a big damage dealing fighter with a 2-h sword (as an example). Take GWM or you will never be able to deal as much damage as someone with the same stats that does have GWM. The -5 is big at low levels...once you are approaching 10th (we noticed it at 6th/7th level), that -5 becomes a LOT less of a hurdle. The OP's claim of "if you don't have the feat...you can't do it" is something we found with 3.x/PF mostly. With 5e, a little less so. But that's probably because of how I interpret skill checks and such. (short version: if you don't have a skill taken, your BEST success will be slightly better than the average check by someone who does have that skill... ie, you will never be able to 'know more' than someone who has the skill). So someone with the "Actor" feat would be the equivalent of someone who was 'skilled' in it...and if they had both the feat and the 'skill', they would be that much better than someone who just has the skill. (oh, and for those Feats that just use an ability check thing?...you have the 'skill' if you have the Save proficiency bonus on that ability). Bottom line: Games built around "options" tend to do it a LOT better. With 5e and Feats, they should have made them more generic so a Feat could cover many different aspects of play (combat, skill use, etc). The way 5e feats are, for us at any rate, all they served to do was place great pressure on a player to take certain feats ALL THE TIME when making some type of character. When the player bucked the system, they were effectively punished (mechanically) for not "taking the optimal Feat" for their build. ^_^ Paul L. Ming [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
Top