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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="Charlaquin" data-source="post: 7359103" data-attributes="member: 6779196"><p>Well that’s a false dichotomy if I’ve ever heard one. Making characters is an essential part of a roleplaying game.</p><p></p><p></p><p>That’s your opinion and you are welcome to it. Personally, I don’t think that’s how it should be.</p><p></p><p></p><p>Absolutely. I’m no fan of the obsessive tinkering and build optimizing of 3e and Pathfinder, which is why I don’t play them. In those games, there are so many decision points, and your options at each of those decision points are so dependent on previous decisions, that you really have to make all of your decisions at character creation to be optimal anyway.</p><p></p><p>I believe 4e, while it has its own flaws that keep me from going back to it, stuck the right balance of character customization options. You had about one choice to make every level, none of the options depended on your previous choices, and all of the options had a small but not insignificant gameplay impact on the character and how it functioned. Every Fighter felt different than every other fighter because they all had different powers. 5e manages this with the arcane spellcasting classes, since they get to pick new spells every level. But the divine casters who just prepare from the full class list and the non-spellcasting characters don’t have nearly as much to make one play differently from another. Feats help bring some much-needed customizability to those classes, particularly fighter and rogue, since they get more than just one every four levels.</p><p></p><p></p><p>If you’re not using Feats, then your first two ASIs aren’t actually decision points because there’s a “right” choice. Your first two ASIs go into your class’s primary ability score, or else you’re taking a trap option. With Feats, it can actually be a meaningful choice. Do you increase your Dexterity to 18, or do you take Sharpshooter? That is actually a meaningful decision.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7359103, member: 6779196"] Well that’s a false dichotomy if I’ve ever heard one. Making characters is an essential part of a roleplaying game. That’s your opinion and you are welcome to it. Personally, I don’t think that’s how it should be. Absolutely. I’m no fan of the obsessive tinkering and build optimizing of 3e and Pathfinder, which is why I don’t play them. In those games, there are so many decision points, and your options at each of those decision points are so dependent on previous decisions, that you really have to make all of your decisions at character creation to be optimal anyway. I believe 4e, while it has its own flaws that keep me from going back to it, stuck the right balance of character customization options. You had about one choice to make every level, none of the options depended on your previous choices, and all of the options had a small but not insignificant gameplay impact on the character and how it functioned. Every Fighter felt different than every other fighter because they all had different powers. 5e manages this with the arcane spellcasting classes, since they get to pick new spells every level. But the divine casters who just prepare from the full class list and the non-spellcasting characters don’t have nearly as much to make one play differently from another. Feats help bring some much-needed customizability to those classes, particularly fighter and rogue, since they get more than just one every four levels. If you’re not using Feats, then your first two ASIs aren’t actually decision points because there’s a “right” choice. Your first two ASIs go into your class’s primary ability score, or else you’re taking a trap option. With Feats, it can actually be a meaningful choice. Do you increase your Dexterity to 18, or do you take Sharpshooter? That is actually a meaningful decision. [/QUOTE]
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