Bill Zebub
“It’s probably Matt Mercer’s fault.”
I understand that there are people like you out there who feel that way, and I think the change was made for you guys.
Like I said, we won.
I understand that there are people like you out there who feel that way, and I think the change was made for you guys.
The PCs are outliers to what? Where is the "standard" dwarf for them to be compared to?3. The discussion is not about species, that's listed in the Monster Manual. It's about PCs, who already are outliers. It's about "is it possible that there is a single person in a race who is at a higher potential in some category than the average for their species".
I don't like ASI's, personally. I'd rather have the game be feats only than have any kind of ASI be an option.
I agree with you. One thing I've been doing in my own games recently is starting with much higher arrays (1st stat anywhere between 17-19, secondary stat around 15-16) so that characters can start with 20s in their main stat, and thus get right to taking fun feats over ASIs.I hate ASIs, but I also feel compelled to take them because making mechanically effective characters is a big part of the fun for me. There's a limit: I take the low-hanging fruit, but I'm not a 100% optimizer. I'll often take feats like Mage Slayer, or a subclass like Shadow Monk, because it's just so much fun. But I really wish I could just take the fun feats without facing that trade-off.
It's a big part of the reason I proposed that Fighter subclass that just got a bunch of non-ASI (not even half ASI) feats: I would love the excuse to take a bunch of the fun ones.
I think its more...new players lean towards stereotypical characters from stories and games initially and will eventually broaden their horizons.... But WOTC shunned complexity in weapons and symbols and soft convinced every needed a 16+ in prime ability score because the designers all loved playing stereotypical PCs....
Since my side has won this argument ...
You haven't won...
Because rather than change what ASIs were associated with, it was decided to remove all association at all. They decided to change the rules for everybody, and that means everybody has to deal with it.Why not look at ASIs as related to natural talent and ability or pre-adventure training and upbringing?
I never expected them to do what I wanted."They didn't do what I would prefer, therefore they are uninspired," is not a particularly compelling argument.
I always prefer a breath of options... so a feat that gives me extra abilities ALWAYS seems more powerful then an ASI... but that also leads me to multi classing alot.From reading this thread, I've wondered why the advantage of better odds of hitting and better damage when hitting don't subjectively appeal to me as much as some of the feats do, and I think I've figured it out: as a player, I tend to prefer tactics that forestall a fight over things that serve well in one.