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Feats: Do you use them? Are they necessary?
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<blockquote data-quote="pming" data-source="post: 6615801" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>This is one of the reasons why I won't be allowing Feats. As I said in my original post for this thread, as soon as players were allowed to take a feat for their character...their characters attitude and play-style changed. Sometimes drastically. It was reminiscent of Evil alignments. If an evil character is at a distinct disadvantage, where their choices would result in them getting imprisoned, harmed or outright killed...the character will play the 'good guy', Mr.Happy-Fun-Guy, the guy that everyone sees as down to earth and reliable who would never hurt a fly. But as soon as that character gets mutated by a cosmic ray from outer space and can now Fly, lift 10 tonnes, instantly regenerate damage, and control temperatures in a 5km radius....BOOM! They start killing all the people they had to be nice to before, terrorizing everyone else into submission and generally "show their true colours". My players showed that kind of shift in attitude the *second* their PC got a Feat.</p><p></p><p>This is a problem that I just don't want to deal with or even see in my game. IMHO, a Feat should have Good stuff, <em>and</em> Bad stuff. For example, maybe a character with Heavy Armor Mastery gets all the good stuff, but also has the drawback of taking <em>more</em> damage when not wearing Heavy Armor, as he is trained to lean into certain blows, or turn to position his body to deflect attacks...in stead of avoid them. That's the kind of thing a Feat should be. Give and take. A choice to 'specialize', but at the cost of 'generalization'.</p><p></p><p>Or I could just say No and be done with it. ... ... Yeah, I think I'll stick with that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>PS: In case you were wondering; in my current World of Generika campaign I am using feats. But I told the players that taking a Feat will only benefit them from a flavour perspective. If they take something that gives them some large mechanical bonus, I will deliberately and happily "up" the monster they are fighting to balance it back down to 0. In short, taking a Feat will never give them much of a mechanical bonus. Ever. However, "narrative bonuses" will be applied aplenty, as needed. So I'd let a Heavy Armor Mastery guy sleep in his armor in certain situations with maybe a DC 15 Con Save to avoid getting a level of Exhaustion. But when fighting that orc warlord? ...the orc warlord does +3 damage above normal when fighting that PC. Why? Uh..."because he's trained to fight guys in Heavy Armor and use it against them". Yeah, that works. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></em></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6615801, member: 45197"] Hiya! This is one of the reasons why I won't be allowing Feats. As I said in my original post for this thread, as soon as players were allowed to take a feat for their character...their characters attitude and play-style changed. Sometimes drastically. It was reminiscent of Evil alignments. If an evil character is at a distinct disadvantage, where their choices would result in them getting imprisoned, harmed or outright killed...the character will play the 'good guy', Mr.Happy-Fun-Guy, the guy that everyone sees as down to earth and reliable who would never hurt a fly. But as soon as that character gets mutated by a cosmic ray from outer space and can now Fly, lift 10 tonnes, instantly regenerate damage, and control temperatures in a 5km radius....BOOM! They start killing all the people they had to be nice to before, terrorizing everyone else into submission and generally "show their true colours". My players showed that kind of shift in attitude the *second* their PC got a Feat. This is a problem that I just don't want to deal with or even see in my game. IMHO, a Feat should have Good stuff, [I]and[/I] Bad stuff. For example, maybe a character with Heavy Armor Mastery gets all the good stuff, but also has the drawback of taking [I]more[/I] damage when not wearing Heavy Armor, as he is trained to lean into certain blows, or turn to position his body to deflect attacks...in stead of avoid them. That's the kind of thing a Feat should be. Give and take. A choice to 'specialize', but at the cost of 'generalization'. Or I could just say No and be done with it. ... ... Yeah, I think I'll stick with that. :) [I]PS: In case you were wondering; in my current World of Generika campaign I am using feats. But I told the players that taking a Feat will only benefit them from a flavour perspective. If they take something that gives them some large mechanical bonus, I will deliberately and happily "up" the monster they are fighting to balance it back down to 0. In short, taking a Feat will never give them much of a mechanical bonus. Ever. However, "narrative bonuses" will be applied aplenty, as needed. So I'd let a Heavy Armor Mastery guy sleep in his armor in certain situations with maybe a DC 15 Con Save to avoid getting a level of Exhaustion. But when fighting that orc warlord? ...the orc warlord does +3 damage above normal when fighting that PC. Why? Uh..."because he's trained to fight guys in Heavy Armor and use it against them". Yeah, that works. :)[/I] ^_^ Paul L. Ming [/QUOTE]
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