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New feat category: roleplaying feats?
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<blockquote data-quote="AeroDm" data-source="post: 5723460" data-attributes="member: 13650"><p>It sounds like what you are really trying to do is put a little structure around what often occurs in games already. Stuff like making a useful contact in a city, gaining prestige for winning a tournament, etc. I think that is a perfectly admirable goal and probably will not upset game balance at all.</p><p></p><p>What I would recommend is stepping back and figuring out what you really want it to achieve. I think you might find that you are moving towards the feat format because it is a convenient platform to emulate instead of because it is actually helpful. For instance, maybe what you really want is to help players gain narrative control. When the paladin wins the tournament, he gets to declare that he gains prestige and the common folk grow to admire him. If you take the feat route, he can't emulate this unless there is already a feat written up--options are limited to what feats you create.</p><p></p><p>If, on the other hand, you really just want the flavorful stuff you described in your post, it might just take a conversation with the players. You want them to be creative, you're willing to give them modest in game benefits. If that isn't enough to motivate them, maybe there is some other underlying issue or miscommunication. </p><p></p><p>At any rate, going the feat route doesn't seem like it'll break the game, but it also doesn't sound as flexible as you might want nor as necessary as it may initially seem.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5723460, member: 13650"] It sounds like what you are really trying to do is put a little structure around what often occurs in games already. Stuff like making a useful contact in a city, gaining prestige for winning a tournament, etc. I think that is a perfectly admirable goal and probably will not upset game balance at all. What I would recommend is stepping back and figuring out what you really want it to achieve. I think you might find that you are moving towards the feat format because it is a convenient platform to emulate instead of because it is actually helpful. For instance, maybe what you really want is to help players gain narrative control. When the paladin wins the tournament, he gets to declare that he gains prestige and the common folk grow to admire him. If you take the feat route, he can't emulate this unless there is already a feat written up--options are limited to what feats you create. If, on the other hand, you really just want the flavorful stuff you described in your post, it might just take a conversation with the players. You want them to be creative, you're willing to give them modest in game benefits. If that isn't enough to motivate them, maybe there is some other underlying issue or miscommunication. At any rate, going the feat route doesn't seem like it'll break the game, but it also doesn't sound as flexible as you might want nor as necessary as it may initially seem. [/QUOTE]
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New feat category: roleplaying feats?
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