New feat category: roleplaying feats?

This is one of those cases where I don't think I would try to handle this via feats. A DM that is trying to encourage roleplaying in their game can certainly provide some ad hoc rewards - perhaps that is a certain feat the DM hands out to reinforce something or perhaps it is the bestowing of nobility or any number of things.

But to me this is an area best served by the DM figuring out appropriate roleplaying rewards, not adding yet another system on top of the existing rules.
 

log in or register to remove this ad

Honestly, I wouldn't mind a split between combat and non-combat feats, but labeling any piece of mechanics as "roleplaying mechanics" would be a red flag to me. But perhaps that is due to my staunch view that combat can be great RP, and also the massive amount of abuse I've received at the hands of 2e RP-elitists.



Additionally, or alternately, DMs could reward these feats ad hoc. If the fighter won the duel (or did something else to earn a title), the dm could just give him the feat, over and above the system.


Thoughts?

I have to wonder, if you're ready to go over and above the system, why do you need a system?
 

and also the massive amount of abuse I've received at the hands of 2e RP-elitists.

Now you got me curious, how that happened? In my experience it was always the opposite, some people mocking guys who like a more intense approach to roleplaying.

Luckily that almost never happened and most of my friends are mature enough to accept all kind of gamers... never heard about 2E RP elitists... o0

By your signature I see you play 4E. In my experience players starting D&D with 4E like a "more light" approach to RP... but they were always welcome at my table.
 

Honestly, I wouldn't mind a split between combat and non-combat feats, but labeling any piece of mechanics as "roleplaying mechanics" would be a red flag to me.
Yup. Something similar to the split between attack powers and utility powers might work for feats, as well.

However, the designers must be careful not to run into the same mistake they did with Utility powers: Some of them are _still_ combat powers, just not attacks. And for that reason 'true' Utility powers that aren't usually useful in combat situations don't get chosen.

THe same kind of 'siloing' could be applied to the skill system, allowing for the return of 'non-adventuring' skills.
 

Remove ads

Top