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General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="iserith" data-source="post: 7359271" data-attributes="member: 97077"><p>Yeah, some folks are encouraging me to put up a thread about this issue. The way I handle it is the players claim it themselves to a limit of one Inspiration per category per session. So if @Fast Jimmy's minotaur rogue Bottom Sirloin immediately agrees to undertake a quest or knuckle under to a threat from an NPC/monster, for example, he can claim Inspiration for his trait "I will always say yes, I am submissive to any authority." If he wants Inspiration later on that session, he has to play to his ideal, bond, or flaw since the trait was already claimed. </p><p></p><p>In this method, the players know what they have to do to claim Inspiration, making it a fairly reliable resource. (I say "fairly" because some situations don't suggest them coming up at that moment.) I don't have to remember to do it or try to keep track of anything. It also incentivizes players to portray <em>all </em>the established characteristics per session. Five players all doing that makes for some great scenes. Hands down, of all the approaches I use while DMing, this is the one that I get the best feedback for.</p><p></p><p>This has all been a bit of a tangent, stemming from a claim that, without feats that confer a mechanical benefit, players have no incentive to do certain things. I reject that claim in games where DMs use Inspiration consistently.</p></blockquote><p></p>
[QUOTE="iserith, post: 7359271, member: 97077"] Yeah, some folks are encouraging me to put up a thread about this issue. The way I handle it is the players claim it themselves to a limit of one Inspiration per category per session. So if @Fast Jimmy's minotaur rogue Bottom Sirloin immediately agrees to undertake a quest or knuckle under to a threat from an NPC/monster, for example, he can claim Inspiration for his trait "I will always say yes, I am submissive to any authority." If he wants Inspiration later on that session, he has to play to his ideal, bond, or flaw since the trait was already claimed. In this method, the players know what they have to do to claim Inspiration, making it a fairly reliable resource. (I say "fairly" because some situations don't suggest them coming up at that moment.) I don't have to remember to do it or try to keep track of anything. It also incentivizes players to portray [I]all [/I]the established characteristics per session. Five players all doing that makes for some great scenes. Hands down, of all the approaches I use while DMing, this is the one that I get the best feedback for. This has all been a bit of a tangent, stemming from a claim that, without feats that confer a mechanical benefit, players have no incentive to do certain things. I reject that claim in games where DMs use Inspiration consistently. [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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