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last encounter was totally one-sided
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<blockquote data-quote="knasser" data-source="post: 6956103" data-attributes="member: 65151"><p>The consequence of changing the number of lives given in a video game is intuitive and easy to grasp however. I have feats in my game because at character creation a player made their PC that way and I was a new GM. I don't know that six or seven levels from now their character is going to be overpowered when I start playing. I was adding up their stats, found it didn't make sense and they said "I thought we were using Variant Humans. Everybody normally uses Feats". I looked in the book, it had an exchange rate where a player would give up six attribute points for a feat and figured the game designers knew what they were doing and that was a fair exchange. Tagging it as "Optional" conveyed very little to me. Maybe it was optional because it added more complexity, maybe it was optional because people liked playing different ways or more depth to their characters. Who knows? All said, one can't condemn someone for using optional rules and liken it to changing the number of lives in a video game, when the consequences of the option is so very much more complex and hard to fathom. It's not as if the book says "this is optional because it makes PCs a lot more powerful". If it did that might be something. But a DM without tonnes of experience is going to assume that if something is in the core rule book it works. Reasonably so, imo.</p></blockquote><p></p>
[QUOTE="knasser, post: 6956103, member: 65151"] The consequence of changing the number of lives given in a video game is intuitive and easy to grasp however. I have feats in my game because at character creation a player made their PC that way and I was a new GM. I don't know that six or seven levels from now their character is going to be overpowered when I start playing. I was adding up their stats, found it didn't make sense and they said "I thought we were using Variant Humans. Everybody normally uses Feats". I looked in the book, it had an exchange rate where a player would give up six attribute points for a feat and figured the game designers knew what they were doing and that was a fair exchange. Tagging it as "Optional" conveyed very little to me. Maybe it was optional because it added more complexity, maybe it was optional because people liked playing different ways or more depth to their characters. Who knows? All said, one can't condemn someone for using optional rules and liken it to changing the number of lives in a video game, when the consequences of the option is so very much more complex and hard to fathom. It's not as if the book says "this is optional because it makes PCs a lot more powerful". If it did that might be something. But a DM without tonnes of experience is going to assume that if something is in the core rule book it works. Reasonably so, imo. [/QUOTE]
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