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General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7361021" data-attributes="member: 6704184"><p>I’d say those feats are very nearly the only cases in the game of such a thing, and only because they provide no bonus to the thing being done. </p><p></p><p>Quibble: I disagree 100% on Inspiring Leader. Granting THP from a speech? No, I think 99% of DMs would give Inspiration, or Advantage against fear for a short time, or something, but there is no intuitive link between THP and an inspiring speech in the game. </p><p>If there was a class or subclass who gave THP a lot/ as a core feature with flavor of inspiration, sure. </p><p></p><p>The Skulker benefit, as well, is a direct change to how the rules work. A player trying it would absolutely have to make a stealth check (or SoH with some DMs) to avoid giving away their positions, while others would just say “nope. You attacked, therefor you’ve lost stealth. That’s how it works.” Getting to just automatically avoid losing stealth without even a skill check is a big deal. And it ain’t even the whole feat. Surely you won’t argue that the rest of the feat is stuff you should just be able to do?</p><p></p><p>Also, Linguist gives 3 languages, and is broadly recognized as a weak feat. How do you play a linguist like Indiana Jones without feats? Some kind of DM house rule? </p><p></p><p>What a about a barbarian who is practiced in shamanistic ritual magic? Stuck with multi-classing? Just for rituals? Great! </p><p></p><p>Nah. </p><p></p><p>My experience is definitely different from yours on the whole post, as well. The long time DMs I know with tons of experience with scores of players over multiple decades all prefer to use all available options (barring something broken, or a narrow story concept that players have bought in to) in their games, viewing barring feats as either “lazy”, or the realm of a lack of confidence. </p><p></p><p>Anecdotes are weird.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7361021, member: 6704184"] I’d say those feats are very nearly the only cases in the game of such a thing, and only because they provide no bonus to the thing being done. Quibble: I disagree 100% on Inspiring Leader. Granting THP from a speech? No, I think 99% of DMs would give Inspiration, or Advantage against fear for a short time, or something, but there is no intuitive link between THP and an inspiring speech in the game. If there was a class or subclass who gave THP a lot/ as a core feature with flavor of inspiration, sure. The Skulker benefit, as well, is a direct change to how the rules work. A player trying it would absolutely have to make a stealth check (or SoH with some DMs) to avoid giving away their positions, while others would just say “nope. You attacked, therefor you’ve lost stealth. That’s how it works.” Getting to just automatically avoid losing stealth without even a skill check is a big deal. And it ain’t even the whole feat. Surely you won’t argue that the rest of the feat is stuff you should just be able to do? Also, Linguist gives 3 languages, and is broadly recognized as a weak feat. How do you play a linguist like Indiana Jones without feats? Some kind of DM house rule? What a about a barbarian who is practiced in shamanistic ritual magic? Stuck with multi-classing? Just for rituals? Great! Nah. My experience is definitely different from yours on the whole post, as well. The long time DMs I know with tons of experience with scores of players over multiple decades all prefer to use all available options (barring something broken, or a narrow story concept that players have bought in to) in their games, viewing barring feats as either “lazy”, or the realm of a lack of confidence. Anecdotes are weird. [/QUOTE]
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