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Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="Hussar" data-source="post: 7358316" data-attributes="member: 22779"><p>It has nothing to do with a "bad DM". You will see perfectly good DM's who just don't completely think through the ramifications of the math. It's not a bad thing. It just happens. And happens often. </p><p></p><p>Now, as far as making "inspiring speeches" adding nothing? I strongly disagree. The player can say whatever he or she wants, fine and dandy, but, without any mechanics to back it up, there is zero incentive to do so. Why bother? Because it gives you warm and fuzzies? Ok, fair enough, but, again, without any mechanics to back it up, that "inspiring leader" archetype, which is very common, isn't going to happen. </p><p></p><p></p><p></p><p>Huh. Or, you could play a paladin and use smites. Or go the magic route. Or Ranger with Colossus Slayer. </p><p></p><p>There are a number of routes to making "big damage dealing Two hander fighter" that don't require Great Weapon Fighting. This is just really not the experience our group is having. Four campaigns so far, and exactly one character taking GWF. It's just not even really considered that big of an option in our group.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7358316, member: 22779"] It has nothing to do with a "bad DM". You will see perfectly good DM's who just don't completely think through the ramifications of the math. It's not a bad thing. It just happens. And happens often. Now, as far as making "inspiring speeches" adding nothing? I strongly disagree. The player can say whatever he or she wants, fine and dandy, but, without any mechanics to back it up, there is zero incentive to do so. Why bother? Because it gives you warm and fuzzies? Ok, fair enough, but, again, without any mechanics to back it up, that "inspiring leader" archetype, which is very common, isn't going to happen. Huh. Or, you could play a paladin and use smites. Or go the magic route. Or Ranger with Colossus Slayer. There are a number of routes to making "big damage dealing Two hander fighter" that don't require Great Weapon Fighting. This is just really not the experience our group is having. Four campaigns so far, and exactly one character taking GWF. It's just not even really considered that big of an option in our group. [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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