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<blockquote data-quote="PJ-Mason" data-source="post: 2411283" data-attributes="member: 12285"><p>That just goes to show the gap between the two points of view. Most people who don't like D&D see the 3.o/3.5 rules as an excuse to power game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>In a game where effectiveness is so heavily entwined and necessary in the rules and in most D&D campaigns i hear about, then saying you are try something ineffectively unless you purchase the right is just about the same as saying "No you can't do it". I've seen instances in my own games and countless instances in stories on these boards about the scorn one would receive from trying to disarm someone without the feat (basically the character isn't trying his best to be effective or something). </p><p></p><p>Thats the real problem i see with those who say the extended rules are a way to give players more options. Regardless of whether you like or dislike tons of rules. Because the players are distanced from all those supposedly freedom-inducing maneuvers. There is a disconnect, IMO. Feats should be used for more character flavor or ability enhancing mechanics. Or at least as access to more advanced character options. Not for things that the character should just be able to do naturally. Such as power attack, anyone can choke up on a weapon and swing extra hard. Having a feat for it is just extra white noise no game needs.</p><p></p><p></p><p></p><p></p><p>Only if you are interested in keeping balance between character power levels! LOL. Sorry that was a cheap shot, but i enjoyed it too much to resist. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="PJ-Mason, post: 2411283, member: 12285"] That just goes to show the gap between the two points of view. Most people who don't like D&D see the 3.o/3.5 rules as an excuse to power game. :p In a game where effectiveness is so heavily entwined and necessary in the rules and in most D&D campaigns i hear about, then saying you are try something ineffectively unless you purchase the right is just about the same as saying "No you can't do it". I've seen instances in my own games and countless instances in stories on these boards about the scorn one would receive from trying to disarm someone without the feat (basically the character isn't trying his best to be effective or something). Thats the real problem i see with those who say the extended rules are a way to give players more options. Regardless of whether you like or dislike tons of rules. Because the players are distanced from all those supposedly freedom-inducing maneuvers. There is a disconnect, IMO. Feats should be used for more character flavor or ability enhancing mechanics. Or at least as access to more advanced character options. Not for things that the character should just be able to do naturally. Such as power attack, anyone can choke up on a weapon and swing extra hard. Having a feat for it is just extra white noise no game needs. Only if you are interested in keeping balance between character power levels! LOL. Sorry that was a cheap shot, but i enjoyed it too much to resist. ;) [/QUOTE]
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