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Feats, don't fail me now! - feat design in 5e
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<blockquote data-quote="bogmad" data-source="post: 6022543" data-attributes="member: 6695559"><p>If specialties are the "how" you do something, then they should do what they're supposed to and say how you interact with your environment. If you want your choices to reflect that you're bad in a fight the feat should be specific enough to say exactly how you're bad in it. An extra bookworm feat doesn't actually describe anything about how you interact with the world, just that you get a +2 when thinking about the underdark or whatever. Let it give you an action to deduce an interesting fact about how to avoid a monster or something, but no way to smack it or use a spell in an interesting manner. Similarly, a feat based around acrobatics shouldn't just give a boost to an acrobatic skill roll, it should give you new ways to interact with the combat rules.</p><p></p><p>All feats being combat feats doesn't mean every feat has to relate to beating something over the head, or shooting it with a spell. It just affects how your character interacts mechanically when certain parameters are in effect (in this case, a fight). </p><p></p><p>All that said, you've worn me down. I don't see why there couldn't be a <em>slight</em> bleed over for people like JamesonCourage who actively want to be "bad in a fight". Most Feats should still be able to relate to combat, but if someone insists on taking the extra knowledge skill feat that doesn't interact with combat rules I don't see why we shouldn't let him play as he likes, as long as he doesn't start arguing later about being ineffective in the fight, or the fact that no one ever takes the skill feat... because, really, when you mix them up more people will end up taking the combat feat.</p><p>Also, that non-combat feat choice shouldn't mean that he can't have access to that skill through something he chooses through the option that provides "talents"</p></blockquote><p></p>
[QUOTE="bogmad, post: 6022543, member: 6695559"] If specialties are the "how" you do something, then they should do what they're supposed to and say how you interact with your environment. If you want your choices to reflect that you're bad in a fight the feat should be specific enough to say exactly how you're bad in it. An extra bookworm feat doesn't actually describe anything about how you interact with the world, just that you get a +2 when thinking about the underdark or whatever. Let it give you an action to deduce an interesting fact about how to avoid a monster or something, but no way to smack it or use a spell in an interesting manner. Similarly, a feat based around acrobatics shouldn't just give a boost to an acrobatic skill roll, it should give you new ways to interact with the combat rules. All feats being combat feats doesn't mean every feat has to relate to beating something over the head, or shooting it with a spell. It just affects how your character interacts mechanically when certain parameters are in effect (in this case, a fight). All that said, you've worn me down. I don't see why there couldn't be a [I]slight[/I] bleed over for people like JamesonCourage who actively want to be "bad in a fight". Most Feats should still be able to relate to combat, but if someone insists on taking the extra knowledge skill feat that doesn't interact with combat rules I don't see why we shouldn't let him play as he likes, as long as he doesn't start arguing later about being ineffective in the fight, or the fact that no one ever takes the skill feat... because, really, when you mix them up more people will end up taking the combat feat. Also, that non-combat feat choice shouldn't mean that he can't have access to that skill through something he chooses through the option that provides "talents" [/QUOTE]
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