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General Tabletop Discussion
*Dungeons & Dragons
Is my DM being fair?
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<blockquote data-quote="Oofta" data-source="post: 7140396" data-attributes="member: 6801845"><p>It can be tough for some DMs to draw the line between what's broken and what's good. Personally I try to come up with compromises with my players (I think Heat Metal is overpowered as written for example) rather than just use the ban hammer. </p><p></p><p>So I'm not sure what to say because I can see it both ways. He certain <em>can</em> ban feats as he sees fit, whether he <em>should</em> or not is kind of a different issue. I don't think the two feats you mention are particularly overpowered. Lucky is only 3 times per day and not being surprised really isn't all that powerful. They certainly don't seem ban worthy. If he thinks he has a hard time winning initiative, I wonder what he would say to a 7th level barbarian (advantage on initiative) with the alert feat. She's annoying, but I married the player so I can't say too much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>High dex characters are going to win initiative on a pretty regular basis no matter what he does.</p><p></p><p>It is totally up to the DM what to allow and what to ban, but it can be tough to not seem adversarial. Maybe you could ask your DM if you could modify the alert feat - what specifically do they have a problem with? Could you get a +1 to dex and drop the +5 to initiative but retain the other benefits?</p><p></p><p>You can sit him down and try to have a conversation with him outside of game time, but I'm not sure it will make a difference. At a certain point you're going to have to decide whether his game style meshes with your play style.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 7140396, member: 6801845"] It can be tough for some DMs to draw the line between what's broken and what's good. Personally I try to come up with compromises with my players (I think Heat Metal is overpowered as written for example) rather than just use the ban hammer. So I'm not sure what to say because I can see it both ways. He certain [I]can[/I] ban feats as he sees fit, whether he [I]should[/I] or not is kind of a different issue. I don't think the two feats you mention are particularly overpowered. Lucky is only 3 times per day and not being surprised really isn't all that powerful. They certainly don't seem ban worthy. If he thinks he has a hard time winning initiative, I wonder what he would say to a 7th level barbarian (advantage on initiative) with the alert feat. She's annoying, but I married the player so I can't say too much. :) High dex characters are going to win initiative on a pretty regular basis no matter what he does. It is totally up to the DM what to allow and what to ban, but it can be tough to not seem adversarial. Maybe you could ask your DM if you could modify the alert feat - what specifically do they have a problem with? Could you get a +1 to dex and drop the +5 to initiative but retain the other benefits? You can sit him down and try to have a conversation with him outside of game time, but I'm not sure it will make a difference. At a certain point you're going to have to decide whether his game style meshes with your play style. Good luck! [/QUOTE]
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