D&D 5E Houseruled: Feats, Rolled Stats, MCing Pick One

I've done that before but say the bonus feat has to be one of the weaker ones or a roleplaying type.

Problem was I had one of those players who immediately asked for all the powerful ones.
I never restric the feats, and still in the groups I played (you mileage may vary) most players didn't choose the more powerful ones...

About the "problem" of picking the powerful ones... I don't get why it's a problem. If players want to make their characters powerful, and that makes the game more fun for them, great! I just have to spice up the enemy stats and we are good to go.
 

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As the title says.

DM says the player can use feats, multiclassing or roll for stats. BUT you can only pick one your choice.

Thoughts?
Feats. In fact, we don't do ASIs (or multiclassing or rolled stats) either. It is just more interesting in play and as a character building choice.
 

Thought 2: My "house rule devised without a clear statement of the problem or idea of how this would solve it" radar is pinging. Perhaps I'm wrong and there is a specific problem that is being solved economically by this rule... but I can't imagine what it would be. I am now wary of what other house rules this DM may drop on us without warning.
Yeah your Spider-Sense would be correct here. There is nothing solved by this at all. There's no equality between the three different things. Feats can be taken and have no meaningful impact on balance, or even easily make a character weaker. It's rare that they're a significant boost in power. The fact that the OP is legit terrified of the two Feats which make Concentration checks easier makes me wonder how much he's even played 5E, it's such theorycraft stuff. As someone who has played casters/buffers for most of 5E, I really haven't had to make many "clutch" concentration checks. When I worked out my "build" for my current Druid I was sure I'd be grabbing Warcaster by 4th, but... nah mate. Despite basically continually running a Concentration spell, and losing a couple, it really hasn't been that huge a deal. Like big whoop, all it really does is give me a reason to cast another, more situation-appropriate Concentration spell. Or just work around the issue by not using Concentration spells in a specific encounter - not like I don't have other good spells!

Likewise, multi-classing can enable some pretty powerful stuff (though barely better than a single-class with the right subclass, note), or it can kind of gimp you. It all depends on the player and the build.

And rolling for stats? What method? Many of them are likely to make you worse off.

Like, if I was terrified of power-creep, I'd feel like an idiot giving out this choice, because people can build plenty-outrageous characters without rolling for stats, so if they "need" a Feat or MC option, they're just going to select the one they "need".
 

Feats. In fact, we don't do ASIs (or multiclassing or rolled stats) either. It is just more interesting in play and as a character building choice.
Skeptical that it's more interesting in play as I've played games where you picked stats and were stuck with them forever, and in my experience that tended to really narrow down the selection of statlines you saw into a few safe min-maxed ones. My experience is that ASIs existing actually causes most players to be a bit more open-minded about statlines.
 


Feats hands down.

Having even a tiny trickle of character customization is better than what default gives, I'm not going to disembowel myself with dice for the hope of bigger numbers, and I don't really care about multiclassing.
 

Skeptical that it's more interesting in play as I've played games where you picked stats and were stuck with them forever, and in my experience that tended to really narrow down the selection of statlines you saw into a few safe min-maxed ones. My experience is that ASIs existing actually causes most players to be a bit more open-minded about statlines.
I didn't say you were stuck with them forever. There are feats that provide a +1 to a stat (and even more in the UA feats we allow). However, we also cap stats at 18.

EDIT: Also 5e allows for stats in the 14-16 range to be completely playable so there is little reason to bust stats in 5e. I actually think the math of the game works better if you max out at around +3 instead of +5.

EDIT 2: Narrowing down statlines is opposite of what I mean by "in play." I mean when you are actually playing the game, not character creation / advancement. An additional +1 to a stat is boring in play, but being able to do cool things (like some feats allow) is not.
 


No, there are feats that provide a +1 to a stat (and even more in the UA feats we allow). However, we also cap stats at 18.
Ah, okay. That seems cool. My players like the cap at 20, so probably I'd keep it, but you make me think it 'd be cool to let them get ASIs and a feat instead of choosing between them. Or stop using ASIs at 4th level (and subsequent levels) and choose a point to increase their main stat.
 

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