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General Tabletop Discussion
*Dungeons & Dragons
[Homebrew] Defensive Duelist
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<blockquote data-quote="clearstream" data-source="post: 7285406" data-attributes="member: 71699"><p>That seems more refuted than supported by the responses to a survey of feats. With 239 ASI choices reported, the top picks were (in order)</p><p></p><p>Great Weapon Master</p><p>Resilient</p><p>Sharpshooter</p><p>Lucky</p><p>War Caster</p><p>Dual Wielder</p><p>Polearm Master</p><p>Shield Master</p><p>Tough</p><p>Alert</p><p></p><p>Feats that were reported not taken at all, included</p><p></p><p>Charger</p><p>Durable</p><p>Grappler</p><p>Keen Mind</p><p>Lightly Armored</p><p>Mage Slayer</p><p>Medium Armor Master</p><p>Moderately Armored</p><p>Mounted Combatant</p><p>Skulker</p><p></p><p>Of the top picks, the only one that isn't mechanically powerful is Dual Wielder. I believe that shows a community appetite for feats that add flavour and texture, overcast by a greater appetite for feats that have mechanical efficacy. Of those that were reported not taken, it's hard to spot anything mechanically powerful among them.</p><p></p><p>I agree that adding flavour and texture to a character without becoming more important than their class abilities is valuable. A feat must "<em>benefit almost any character who takes it</em>" and that is probably where attending to where it sits among other options becomes important. I can't remember right now which designer it was who first mooted that balance in RPGs includes ensuring that more strategies are mechanically valid. A game studies philosopher summarised it as</p><p></p><p>An option is overpowered if, when presented as a choice, it will always be chosen by members of a group.</p><p>An option is balanced if, when presented as a choice, it will be chosen sometimes, due to its ability to fulfil requirements.</p><p>An option is underpowered if, when presented as a choice, it will always be ignored by the group.</p><p></p><p>For me the burden falls on the game designer - especially the professional designer, or designer for a community - to design for balance. That's not about making the feat one designs "optimal" from a power-gamer's perspective, because for a power-gamer "optimal" means "at the top of the power curve". Rather that is about the middle point i.e. "balanced". That includes both flavour and mechanical considerations.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7285406, member: 71699"] That seems more refuted than supported by the responses to a survey of feats. With 239 ASI choices reported, the top picks were (in order) Great Weapon Master Resilient Sharpshooter Lucky War Caster Dual Wielder Polearm Master Shield Master Tough Alert Feats that were reported not taken at all, included Charger Durable Grappler Keen Mind Lightly Armored Mage Slayer Medium Armor Master Moderately Armored Mounted Combatant Skulker Of the top picks, the only one that isn't mechanically powerful is Dual Wielder. I believe that shows a community appetite for feats that add flavour and texture, overcast by a greater appetite for feats that have mechanical efficacy. Of those that were reported not taken, it's hard to spot anything mechanically powerful among them. I agree that adding flavour and texture to a character without becoming more important than their class abilities is valuable. A feat must "[I]benefit almost any character who takes it[/I]" and that is probably where attending to where it sits among other options becomes important. I can't remember right now which designer it was who first mooted that balance in RPGs includes ensuring that more strategies are mechanically valid. A game studies philosopher summarised it as An option is overpowered if, when presented as a choice, it will always be chosen by members of a group. An option is balanced if, when presented as a choice, it will be chosen sometimes, due to its ability to fulfil requirements. An option is underpowered if, when presented as a choice, it will always be ignored by the group. For me the burden falls on the game designer - especially the professional designer, or designer for a community - to design for balance. That's not about making the feat one designs "optimal" from a power-gamer's perspective, because for a power-gamer "optimal" means "at the top of the power curve". Rather that is about the middle point i.e. "balanced". That includes both flavour and mechanical considerations. [/QUOTE]
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