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*Dungeons & Dragons
Legends & Lore: A Bit More on Feats
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<blockquote data-quote="Li Shenron" data-source="post: 6157513" data-attributes="member: 1465"><p>The whole problem started off when they wanted to have players to choose between feats and ability score bumps at the same table. The original reasons for that target are that (1) some players just don't like feats while others do and (2) some players want simpler characters and feats add complexity.</p><p></p><p>But a player who want a simple character can still want heavy armor proficiency. If there's another way to get it in the middle of a PC's life then good, but these sort of feats just don't cut it. This player just wants her PC to use heavy armors (at some point, not at level 1), if she needs to take a feat with additional properties, it's complicating her life a lot.</p><p></p><p>In the meantime, another player who actually likes complexity wants the other features of the feat, but he already has heavy armor proficiency, and is going to complain that he is wasting 1/3 or 2/3 of a feat just to get what he wants. This sort of thing happens all the time with high-complexity players, they want full control over what they get. I just don't think having mega-feats will give justice to either of these players.</p><p></p><p>OTOH, mega-feats that indeed grant a single mega-ability, would be fine for me. I have doubts that this can be done for combat feats, but non-combat mega-feats are ok in my book. For example, a <em>Herbalism</em> feat extended to be huge in application, or an <em>Alchemy</em> feat, or a <em>Craft Magic Items</em> feat... these can be huge without being a bunch of vaguely related abilities. </p><p></p><p></p><p></p><p>Well it worked well for 25 years before having level-based ability increases...</p><p></p><p>Yes, it's true that it affects relative level. But it already is too challenging to calculate, when one PC decides to always boost abilities, and another PC decides to always pick feats that don't give bonuses but a more horizontal growth, then we can have a PC that reaches 20 in several stats while another still uses the scores she rolled at 1st level. </p><p></p><p>If the whole gaming group follows the same rate of stat increases, the PCs will be (slightly at least) more balanced. If a gaming group decides to change the rate, of course the monsters relative balance with the PCs change, but at least the balance between PCs themselves is quite stable.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6157513, member: 1465"] The whole problem started off when they wanted to have players to choose between feats and ability score bumps at the same table. The original reasons for that target are that (1) some players just don't like feats while others do and (2) some players want simpler characters and feats add complexity. But a player who want a simple character can still want heavy armor proficiency. If there's another way to get it in the middle of a PC's life then good, but these sort of feats just don't cut it. This player just wants her PC to use heavy armors (at some point, not at level 1), if she needs to take a feat with additional properties, it's complicating her life a lot. In the meantime, another player who actually likes complexity wants the other features of the feat, but he already has heavy armor proficiency, and is going to complain that he is wasting 1/3 or 2/3 of a feat just to get what he wants. This sort of thing happens all the time with high-complexity players, they want full control over what they get. I just don't think having mega-feats will give justice to either of these players. OTOH, mega-feats that indeed grant a single mega-ability, would be fine for me. I have doubts that this can be done for combat feats, but non-combat mega-feats are ok in my book. For example, a [I]Herbalism[/I] feat extended to be huge in application, or an [I]Alchemy[/I] feat, or a [I]Craft Magic Items[/I] feat... these can be huge without being a bunch of vaguely related abilities. Well it worked well for 25 years before having level-based ability increases... Yes, it's true that it affects relative level. But it already is too challenging to calculate, when one PC decides to always boost abilities, and another PC decides to always pick feats that don't give bonuses but a more horizontal growth, then we can have a PC that reaches 20 in several stats while another still uses the scores she rolled at 1st level. If the whole gaming group follows the same rate of stat increases, the PCs will be (slightly at least) more balanced. If a gaming group decides to change the rate, of course the monsters relative balance with the PCs change, but at least the balance between PCs themselves is quite stable. [/QUOTE]
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