Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 7361994" data-attributes="member: 6790260"><p>Firstly, I'm not actually sure this addresses my concern, and in fact seems entirely orthogonal. Some of the most anti-"tactical" people I've known have spoken the way I mentioned. That is, they consider invoking any feat, or any other character feature, as being "trapped by the character sheet" or something like that. But when it's "using a spell off-label" (or even <em>on</em> label, all to frequently), doing that is great roleplay, being deeply invested in the character, being creative and engaged. The two types of mechanics are treated vastly differently, despite both being something on the character sheet, which requires very little actual thought to employ.</p><p></p><p>Secondly, it's entirely reasonable to argue that different "pillars" (to use the 5e term) warrant different approaches. I liked the way 4e did it. You were given a baseline of tools, and a reliable (if poorly explained) framework for creating actually-weighty expanded challenges that had nothing to do with "combat" proper. More or less what I'm saying is, 4e "got out of the way" with RP, because the designers knew RP was far too variable, and far too contextual, to make enough assumptions that reliable, testable designs could be implemented. I actually think Heinsoo and Tweet captured this excellently in the 13A core book, which has much the same attitude as 4e about RP-related stuff, when discussing the "linguist" feat. Its adventurer-tier (base) version lets you be semi-conversant and literate in most languages (potentially even fluent in some); its champion-tier version makes you fluent in damn near everything, and able to puzzle out even the most obscure spoken or written expressions given a bit of research time. Then, they write, "There shouldn't be any <em>need</em> for an epic tier linguist feat. If you really want one, you know what you want it for better than we do." (emphasis in original) This is not a cop-out; it is an admission that the potential upper limits go <em>beyond the ability to be designed</em>, and must thus be custom-made.</p><p></p><p>I like there to be a solid baseline of flexible, universal, easily-explained mechanics, which can then accept the occasional intrusion of creative applications of other things. For example, a 4e character expending a relevant Daily power to get a bonus during a Skill Challenge, or even just to a single important skill roll; or, a player considering the possible applications of, say, a Fire at-will, to deal with a situation. The former reflects flexibility and adaptation; the latter reflects critical thinking about the resources one has, vs. the problems one must solve. I prefer 4e's powers over other editions' spells, both because all characters get powers, and because spells are often very complex to explain, while powers are easy to read and explain.</p><p></p><p> This also requires that DMs be willing to allow their players "off-label" uses for their abilities, e.g. allowing a Knock spell to (say) bust a small hole through a stone door to pass an object through it, or allowing someone with the Actor feat to mimic the sound of an <em>animal</em> to throw off an attacker. It's surprising how reluctant many DMs are to do this, even though they claim to want spontaneity, cleverness, and creativity.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7361994, member: 6790260"] Firstly, I'm not actually sure this addresses my concern, and in fact seems entirely orthogonal. Some of the most anti-"tactical" people I've known have spoken the way I mentioned. That is, they consider invoking any feat, or any other character feature, as being "trapped by the character sheet" or something like that. But when it's "using a spell off-label" (or even [I]on[/I] label, all to frequently), doing that is great roleplay, being deeply invested in the character, being creative and engaged. The two types of mechanics are treated vastly differently, despite both being something on the character sheet, which requires very little actual thought to employ. Secondly, it's entirely reasonable to argue that different "pillars" (to use the 5e term) warrant different approaches. I liked the way 4e did it. You were given a baseline of tools, and a reliable (if poorly explained) framework for creating actually-weighty expanded challenges that had nothing to do with "combat" proper. More or less what I'm saying is, 4e "got out of the way" with RP, because the designers knew RP was far too variable, and far too contextual, to make enough assumptions that reliable, testable designs could be implemented. I actually think Heinsoo and Tweet captured this excellently in the 13A core book, which has much the same attitude as 4e about RP-related stuff, when discussing the "linguist" feat. Its adventurer-tier (base) version lets you be semi-conversant and literate in most languages (potentially even fluent in some); its champion-tier version makes you fluent in damn near everything, and able to puzzle out even the most obscure spoken or written expressions given a bit of research time. Then, they write, "There shouldn't be any [I]need[/I] for an epic tier linguist feat. If you really want one, you know what you want it for better than we do." (emphasis in original) This is not a cop-out; it is an admission that the potential upper limits go [I]beyond the ability to be designed[/I], and must thus be custom-made. I like there to be a solid baseline of flexible, universal, easily-explained mechanics, which can then accept the occasional intrusion of creative applications of other things. For example, a 4e character expending a relevant Daily power to get a bonus during a Skill Challenge, or even just to a single important skill roll; or, a player considering the possible applications of, say, a Fire at-will, to deal with a situation. The former reflects flexibility and adaptation; the latter reflects critical thinking about the resources one has, vs. the problems one must solve. I prefer 4e's powers over other editions' spells, both because all characters get powers, and because spells are often very complex to explain, while powers are easy to read and explain. This also requires that DMs be willing to allow their players "off-label" uses for their abilities, e.g. allowing a Knock spell to (say) bust a small hole through a stone door to pass an object through it, or allowing someone with the Actor feat to mimic the sound of an [I]animal[/I] to throw off an attacker. It's surprising how reluctant many DMs are to do this, even though they claim to want spontaneity, cleverness, and creativity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
Top