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General Tabletop Discussion
*TTRPGs General
Is Expanding Feats the Answer?
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<blockquote data-quote="Celebrim" data-source="post: 5723357" data-attributes="member: 4937"><p>Indeed. I'll say that the trade off in feats as defining attributes of your game can be fiddliness. If you've got 15-20 feats each modifying what your character is or can do in 1-3 ways then you have a ton of potential interaction and modifiers to remember. So yeah, you get fiddliness; I'll attest to it from actual experience.</p><p></p><p>However, in my opinion its relatively less fiddly than a system which depends on temporary buffs, debuffs, conditions and boosts of various sorts because much of the cost in fiddliness is paid at design time rather than 'run time' provided that the player precomputes the final modifiers, and because you you have less to track during combat as those modifiers are changing relatively less often. </p><p></p><p>That's part of why I've refrained from creating feats that provide 'encounter' or 'daily powers', which typically has been the path many designers took to enhance feats (Monte's 'Might' series being one example). I didn't want to add that problem on top of the problem that spell buffs already create.</p><p></p><p>Still, D&D is inherently a fiddly system and lots of feats does little to make it less fiddly. If you don't want fiddly, run a stripped down system... and then loose a great deal of D&D's the environment/choices/tactics matter and differentiate that comes with tracking those all those fiddly choices mechanically. It's all tradeoffs. There is no perfect system.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5723357, member: 4937"] Indeed. I'll say that the trade off in feats as defining attributes of your game can be fiddliness. If you've got 15-20 feats each modifying what your character is or can do in 1-3 ways then you have a ton of potential interaction and modifiers to remember. So yeah, you get fiddliness; I'll attest to it from actual experience. However, in my opinion its relatively less fiddly than a system which depends on temporary buffs, debuffs, conditions and boosts of various sorts because much of the cost in fiddliness is paid at design time rather than 'run time' provided that the player precomputes the final modifiers, and because you you have less to track during combat as those modifiers are changing relatively less often. That's part of why I've refrained from creating feats that provide 'encounter' or 'daily powers', which typically has been the path many designers took to enhance feats (Monte's 'Might' series being one example). I didn't want to add that problem on top of the problem that spell buffs already create. Still, D&D is inherently a fiddly system and lots of feats does little to make it less fiddly. If you don't want fiddly, run a stripped down system... and then loose a great deal of D&D's the environment/choices/tactics matter and differentiate that comes with tracking those all those fiddly choices mechanically. It's all tradeoffs. There is no perfect system. [/QUOTE]
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