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*Dungeons & Dragons
Legends & Lore: A Bit More on Feats
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<blockquote data-quote="DMZ2112" data-source="post: 6161383" data-attributes="member: 78752"><p>Argh. Really?</p><p></p><p>What we object to is when a specific brand of framing -- and whole-table buy-in to that framing -- is necessary to maintain suspension of disbelief. What we find "antithetical to our playstyle" is being told that aspects of the dungeon master's narrative are beholden to game design.</p><p></p><p>Some of us do like more to a scene than "room description" and "number of orc occupants," but we prefer to dictate the organization and function of that framing as it applies to our setting, not have it spoon-fed to us.</p><p></p><p></p><p>In any case, feats /should not/ grant bonuses of any kind. If you want feats that enhance out of combat play, then they should represent a maneuver system. Feats should modify the /use/ of skills and attributes, not their effectiveness. Feats that grant options to players rather than just making their characters better at what they could do before are more creative and open more opportunities to make a character unique. What's more, they don't encourage breaking the math as a character design strategy.</p><p></p><p>The big problem here, though, is how few feats it looks like characters are going to get in D&D5. Why even bother?</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6161383, member: 78752"] Argh. Really? What we object to is when a specific brand of framing -- and whole-table buy-in to that framing -- is necessary to maintain suspension of disbelief. What we find "antithetical to our playstyle" is being told that aspects of the dungeon master's narrative are beholden to game design. Some of us do like more to a scene than "room description" and "number of orc occupants," but we prefer to dictate the organization and function of that framing as it applies to our setting, not have it spoon-fed to us. In any case, feats /should not/ grant bonuses of any kind. If you want feats that enhance out of combat play, then they should represent a maneuver system. Feats should modify the /use/ of skills and attributes, not their effectiveness. Feats that grant options to players rather than just making their characters better at what they could do before are more creative and open more opportunities to make a character unique. What's more, they don't encourage breaking the math as a character design strategy. The big problem here, though, is how few feats it looks like characters are going to get in D&D5. Why even bother? [/QUOTE]
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