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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="MoonSong" data-source="post: 7360250" data-attributes="member: 6689464"><p>I agree, when there is a disconnect between role and roll things go crazy. I really can't play past that. If y character is meant to be good at something I want the mechanics to really reflect that, the same if my character is supposed to be bad at something. I wouldn't be able to roleplay a fragile waif with Str 18 and Con 20</p><p></p><p></p><p></p><p>Does it count if you want to closely model what you have in your head? </p><p></p><p></p><p></p><p></p><p>One guy made the math a ton of years ago, it was possible to really break that system, he -I'm mostly sure it was a he- created a class that had tons of stuff and 0 xp needed to level. I think the class was called the nano-munchkin and the blog was named something like "what is wrong with AD&D" </p><p></p><p></p><p></p><p>No, not me saying it or backing it, but I had totally forgotten inspiration was a thing...</p></blockquote><p></p>
[QUOTE="MoonSong, post: 7360250, member: 6689464"] I agree, when there is a disconnect between role and roll things go crazy. I really can't play past that. If y character is meant to be good at something I want the mechanics to really reflect that, the same if my character is supposed to be bad at something. I wouldn't be able to roleplay a fragile waif with Str 18 and Con 20 Does it count if you want to closely model what you have in your head? One guy made the math a ton of years ago, it was possible to really break that system, he -I'm mostly sure it was a he- created a class that had tons of stuff and 0 xp needed to level. I think the class was called the nano-munchkin and the blog was named something like "what is wrong with AD&D" No, not me saying it or backing it, but I had totally forgotten inspiration was a thing... [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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