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<blockquote data-quote="Guest 7034872" data-source="post: 8539777"><p>Most of my experience with the game is from 1e, so feats are still strange to me. I haven't even read through all of them, and I've only ever used a few because I only got back into the game a few years back (well, "a few" for someone my age, anyway). I certainly foresee them complicating my life as DM in coming months, but I guess I also subscribe to the idea that DMs' lives ought to be complicated. Players "breaking the game" by creatively manipulating some feat, rule, spell, or ability is, to my mind, one of the most fascinating and enjoyable parts of the whole game. Why on Earth would I ever want to punish creativity?? So in that respect I'm inclined to say <em>"Bring it on!"</em> with all the wild 'n' crazy feats players can take (Magical Initiate seems awfully sweet).</p><p></p><p>On the other hand, I do often worry about players' ahh..."creative problem-solving" getting out of hand and ruining their own enjoyment of the game. I'm one of those guys who think players and DMs having fun is vastly more important than scrupulous rules-adherence, right? In my party, each player and the DM are spending a <em>lot</em> of time on this game every week, so the investment ought to find worthy emotional rewards. But in my party, we all graphically learned that no one really has any fun when the game runs on <Easy> mode. No challenge, no point. So if any particular feat becomes so strong that it always obviously beats gaining two core stat points, the shadow of the Phantom Minmax Monster stretches across the corners of my mind.</p><p></p><p>I love giving players lots of options for building their best character and really tuning him/her to maximum intended effect, but I hate the idea of a party successfully killing off a gargantuan MechaSmaug at 6th level (I'm exaggerating, of course). It does sometimes seem like an embarrassment of riches, but maybe that's only because I've not tinkered with the whole thing enough yet?</p><p></p><p><strong>TLDR: I'm undecided.</strong></p></blockquote><p></p>
[QUOTE="Guest 7034872, post: 8539777"] Most of my experience with the game is from 1e, so feats are still strange to me. I haven't even read through all of them, and I've only ever used a few because I only got back into the game a few years back (well, "a few" for someone my age, anyway). I certainly foresee them complicating my life as DM in coming months, but I guess I also subscribe to the idea that DMs' lives ought to be complicated. Players "breaking the game" by creatively manipulating some feat, rule, spell, or ability is, to my mind, one of the most fascinating and enjoyable parts of the whole game. Why on Earth would I ever want to punish creativity?? So in that respect I'm inclined to say [I]"Bring it on!"[/I] with all the wild 'n' crazy feats players can take (Magical Initiate seems awfully sweet). On the other hand, I do often worry about players' ahh..."creative problem-solving" getting out of hand and ruining their own enjoyment of the game. I'm one of those guys who think players and DMs having fun is vastly more important than scrupulous rules-adherence, right? In my party, each player and the DM are spending a [I]lot[/I] of time on this game every week, so the investment ought to find worthy emotional rewards. But in my party, we all graphically learned that no one really has any fun when the game runs on <Easy> mode. No challenge, no point. So if any particular feat becomes so strong that it always obviously beats gaining two core stat points, the shadow of the Phantom Minmax Monster stretches across the corners of my mind. I love giving players lots of options for building their best character and really tuning him/her to maximum intended effect, but I hate the idea of a party successfully killing off a gargantuan MechaSmaug at 6th level (I'm exaggerating, of course). It does sometimes seem like an embarrassment of riches, but maybe that's only because I've not tinkered with the whole thing enough yet? [B]TLDR: I'm undecided.[/B] [/QUOTE]
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