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General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7359174" data-attributes="member: 6775031"><p>It's a part of <em>some</em> roleplaying games. Not every RPG includes character creation as a mandatory component. Moreover, the <em>roleplaying</em> aspect of the game - the actual <em>game</em> in <em>RPG</em> - takes place <em>entirely</em> after everyone meets in the tavern (or whatever). Character generation is more like world-building or other pre-game preparation. How you come about your character stats, be it through an elaborate mini-game or random rolls or pre-gens, is entirely irrelevant to how you <em>play</em> that character.</p><p>If you're using feats, then there are often <em>more</em> automatic decisions than if you aren't. If you have a greatsword, then all of your choices are made for you until such point that you have maximum Strength <em>and</em> the Great Weapon Master feat. If you aren't using feats, then you get to diversify as soon as you have maximum Strength.</p><p></p><p>Moreover, since there are so few feats that are <em>actually</em> comparable to having +2 in your main stat, it means that some character concepts get more of a benefit from them than other concepts. If you have a character concept that benefits from two top-tier feats, then you eventually wind up with the equivalent of a 24 in your main stat. If your character concept doesn't align with the good feats, then you stop really improving when your main stat hits 20. If you don't allow the option of feats, then every character ends up equally powerful with <em>just</em> the 20 in their primary stat, and then they get to diversify in interesting ways.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7359174, member: 6775031"] It's a part of [I]some[/I] roleplaying games. Not every RPG includes character creation as a mandatory component. Moreover, the [I]roleplaying[/I] aspect of the game - the actual [I]game[/I] in [I]RPG[/I] - takes place [I]entirely[/I] after everyone meets in the tavern (or whatever). Character generation is more like world-building or other pre-game preparation. How you come about your character stats, be it through an elaborate mini-game or random rolls or pre-gens, is entirely irrelevant to how you [I]play[/I] that character. If you're using feats, then there are often [I]more[/I] automatic decisions than if you aren't. If you have a greatsword, then all of your choices are made for you until such point that you have maximum Strength [I]and[/I] the Great Weapon Master feat. If you aren't using feats, then you get to diversify as soon as you have maximum Strength. Moreover, since there are so few feats that are [I]actually[/I] comparable to having +2 in your main stat, it means that some character concepts get more of a benefit from them than other concepts. If you have a character concept that benefits from two top-tier feats, then you eventually wind up with the equivalent of a 24 in your main stat. If your character concept doesn't align with the good feats, then you stop really improving when your main stat hits 20. If you don't allow the option of feats, then every character ends up equally powerful with [I]just[/I] the 20 in their primary stat, and then they get to diversify in interesting ways. [/QUOTE]
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