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General Tabletop Discussion
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Feats: Do you use them? Are they necessary?
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<blockquote data-quote="Li Shenron" data-source="post: 6614555" data-attributes="member: 1465"><p><strong>Necessary</strong> > Absolutely no, the game doesn't need them. In fact the 5e game doesn't even strictly need a lot of its stuff which isn't labelled as 'optional'. For instance, during the playtest we played without using <em><u>races</u></em>, and we had no problem. Feats are explicitly optional so that's even clearer.</p><p></p><p><strong>Useful</strong> > I think they can be very useful for differentiating characters. The important thing is that feats are <em>personal</em> in the sense that they are cherry-picked by each character, and that means they can differentiate between characters of the same class, subclass and race.</p><p></p><p>If you are undecided, just try allowing feats and tell the players you are slowing down level progression a bit (to have enough time to see how the first feats are working before the PCs can get more) and that you'll decide later on whether to allow more feats or not, next time the PCs earn an ability score bump.</p><p></p><p>Generally speaking, I don't think feats will cause any problem to the game unless you start having too many of them available, which isn't the case now by far. In previous editions, most issues people had with feats were (1) players taking ages to pick the next feat from a list of hundreds, (2) occasional poorly-designed feats which can be exploited by powergamers, (3) fiddly bits increasing complexity without really improving the game experience. Problem (3) might still be on the table in 5e, so as a DM you should have your say on when it's too much.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6614555, member: 1465"] [B]Necessary[/B] > Absolutely no, the game doesn't need them. In fact the 5e game doesn't even strictly need a lot of its stuff which isn't labelled as 'optional'. For instance, during the playtest we played without using [I][U]races[/U][/I], and we had no problem. Feats are explicitly optional so that's even clearer. [B]Useful[/B] > I think they can be very useful for differentiating characters. The important thing is that feats are [I]personal[/I] in the sense that they are cherry-picked by each character, and that means they can differentiate between characters of the same class, subclass and race. If you are undecided, just try allowing feats and tell the players you are slowing down level progression a bit (to have enough time to see how the first feats are working before the PCs can get more) and that you'll decide later on whether to allow more feats or not, next time the PCs earn an ability score bump. Generally speaking, I don't think feats will cause any problem to the game unless you start having too many of them available, which isn't the case now by far. In previous editions, most issues people had with feats were (1) players taking ages to pick the next feat from a list of hundreds, (2) occasional poorly-designed feats which can be exploited by powergamers, (3) fiddly bits increasing complexity without really improving the game experience. Problem (3) might still be on the table in 5e, so as a DM you should have your say on when it's too much. [/QUOTE]
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