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General Tabletop Discussion
*Dungeons & Dragons
Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="RobertBrus" data-source="post: 7363221" data-attributes="member: 6916518"><p>It seems a nice balance to allow both and let the players decide which way they want to go. ASI or feat, your choice. Though I think it important for the GM to take a close look at each feat and decide which ones to allow or not.</p><p></p><p>Based upon the recent replies, the issue is centered on the GM, which I get. Maybe that would make for another thread where the discussion is on effective versus poor Gm'ing. If feats are a way to get around a lousy GM, or a GM that sometimes rules in a lousy manner, then the issue is probably GM related and not feats related. It would be a question of mechanics over good play. Or using mechanics to compensate for poor play. If this is the case, then it opens the door for ever more mechanics to try to offset ever more lousy game play, including players who can't or won't exercise their imagination and role-playing within the construct of game mechanics. Or players protecting themselves from either perceived or real TPK type GM's. </p><p></p><p>Part of the fun is the unknown, at least for myself. However, there needs to be some consistency to the rulings made by the GM. Castles & Crusades (C&C) has a nice idea where narrative should drive results far more than dice rolls, whenever appropriate. So if a player describes what their character is doing, and the action(s) fit the character, and the attempt is clever/creative/ the GM should give the player a much deserved success, feat or not. Of course within reason. </p><p></p><p>The areas where it becomes difficult to decide, then die rolls, whether feats based or otherwise, can be useful for all.</p><p></p><p> Tony Vargas.</p><p></p><p>I agree. It has the potential to move the game further from "telling a story" to "talking about the game" In other words, don't ask the GM a direct question and then roll a die, describe what your character is doing in order to achieve the desired results. If it becomes simply a game of mechanics and die rolling, something quite lovely about RPG's has been lost. I would rather go back to Farkle or Yatze. I know we are not, by and large, trained thespians, but I would like to see more not less role-playing and storytelling. And if ever more game mechanics hinder that, I say less is more.</p></blockquote><p></p>
[QUOTE="RobertBrus, post: 7363221, member: 6916518"] It seems a nice balance to allow both and let the players decide which way they want to go. ASI or feat, your choice. Though I think it important for the GM to take a close look at each feat and decide which ones to allow or not. Based upon the recent replies, the issue is centered on the GM, which I get. Maybe that would make for another thread where the discussion is on effective versus poor Gm'ing. If feats are a way to get around a lousy GM, or a GM that sometimes rules in a lousy manner, then the issue is probably GM related and not feats related. It would be a question of mechanics over good play. Or using mechanics to compensate for poor play. If this is the case, then it opens the door for ever more mechanics to try to offset ever more lousy game play, including players who can't or won't exercise their imagination and role-playing within the construct of game mechanics. Or players protecting themselves from either perceived or real TPK type GM's. Part of the fun is the unknown, at least for myself. However, there needs to be some consistency to the rulings made by the GM. Castles & Crusades (C&C) has a nice idea where narrative should drive results far more than dice rolls, whenever appropriate. So if a player describes what their character is doing, and the action(s) fit the character, and the attempt is clever/creative/ the GM should give the player a much deserved success, feat or not. Of course within reason. The areas where it becomes difficult to decide, then die rolls, whether feats based or otherwise, can be useful for all. Tony Vargas. I agree. It has the potential to move the game further from "telling a story" to "talking about the game" In other words, don't ask the GM a direct question and then roll a die, describe what your character is doing in order to achieve the desired results. If it becomes simply a game of mechanics and die rolling, something quite lovely about RPG's has been lost. I would rather go back to Farkle or Yatze. I know we are not, by and large, trained thespians, but I would like to see more not less role-playing and storytelling. And if ever more game mechanics hinder that, I say less is more. [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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