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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: 7359234" data-attributes="member: 6775031"><p>The underlying point in the post you were originally quoting is that you don't need to <em>build</em> a character in order to <em>play</em> a character. If all you had was a pre-gen Fighter with 17/13/15/10/12/8 stats, you could play that character exactly as well as if you had spent an hour with all of the rulebooks and built something from scratch.</p><p></p><p>One alarming trend, which more-or-less started in third edition and continued through fourth edition and Pathfinder, is that the character generation mini-game receives an inordinate amount of attention relative to actually playing the game at the table. Some players become obsessed with building interesting and/or powerful characters, which they may not even get a chance to play, but they still spend hours just putting it together. And all of <em>that</em> - the character generation mini-game - is entirely irrelevant to the <em>actual</em> game where you're role-playing the character and deciding what they'll do at that moment. </p><p></p><p>If you replaced that whole mini-game with a handful of pre-gens, or even if you just didn't go out of your way to add in <em>extra</em> complexity via things like feats and multi-classing, you could spend more of your time on just playing instead of worrying about redundant mechanical differentiation.</p><p>No, you don't have several valid options. To use your own terminology, you have a small number of correct choices, and then you have trap options. If you care about optimization, then adding feats <em>reduces</em> your available choices, because more of your nominal decision points must go toward optimization; if you care about optimization, and you don't have feats, then you're free to put points into Charisma or Intelligence or whatever and it's not a trap because you aren't really losing out on anything significant.</p><p></p><p>If you don't care about optimization, then you were always free to put points into Charisma from the start. The only thing you lose out on, in a game without feats, is the very small number of feats which actually increase your concept space. (See earlier posts, detailing how new mechanics rarely expand concept space.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7359234, member: 6775031"] The underlying point in the post you were originally quoting is that you don't need to [I]build[/I] a character in order to [I]play[/I] a character. If all you had was a pre-gen Fighter with 17/13/15/10/12/8 stats, you could play that character exactly as well as if you had spent an hour with all of the rulebooks and built something from scratch. One alarming trend, which more-or-less started in third edition and continued through fourth edition and Pathfinder, is that the character generation mini-game receives an inordinate amount of attention relative to actually playing the game at the table. Some players become obsessed with building interesting and/or powerful characters, which they may not even get a chance to play, but they still spend hours just putting it together. And all of [I]that[/I] - the character generation mini-game - is entirely irrelevant to the [I]actual[/I] game where you're role-playing the character and deciding what they'll do at that moment. If you replaced that whole mini-game with a handful of pre-gens, or even if you just didn't go out of your way to add in [I]extra[/I] complexity via things like feats and multi-classing, you could spend more of your time on just playing instead of worrying about redundant mechanical differentiation. No, you don't have several valid options. To use your own terminology, you have a small number of correct choices, and then you have trap options. If you care about optimization, then adding feats [I]reduces[/I] your available choices, because more of your nominal decision points must go toward optimization; if you care about optimization, and you don't have feats, then you're free to put points into Charisma or Intelligence or whatever and it's not a trap because you aren't really losing out on anything significant. If you don't care about optimization, then you were always free to put points into Charisma from the start. The only thing you lose out on, in a game without feats, is the very small number of feats which actually increase your concept space. (See earlier posts, detailing how new mechanics rarely expand concept space.) [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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