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<blockquote data-quote="SHARK" data-source="post: 5703262" data-attributes="member: 1131"><p>Greetings!</p><p> </p><p>Well, it seems to me, if I understand this argument correctly, that if FEAT A doesn't provide a direct, mechanical benefit to a particular character, then it is somehow "broken"?--and the correllary that all such feats that *do* provide a direct, mechanical benefit to the particular character are therefore, entirely superior?</p><p></p><p>By extension, then, such feats designed that do not provide such a direct benefit are therefore examples of poor design?</p><p></p><p>Well, hopefully I'm not out of it entirely in understanding.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>With the great number of feats--and skills--there are naturally some that have a more direct, personal benefit than others, and especially so in combat-based circumstances. (Obviously, Power Attack, Weapon Specialization, and Maximize Spell have distinct advantages over feats such as Negotiator, Charming Demeanor, Gifted Potter or Distinguished Tobacco Merchant.</p><p></p><p>However, it would seem that such a broad variety of feats and skills exist not just for simulationist purposes, but also as 'tools" in which to build, within the story of the milieu, characters with particular profiles and distinctions.</p><p></p><p>In my own campaigns, I typically have players that pay close attention to strange, off-beat feats, or seemingly unassuming skills, whether they be Craft (Carpentry), Craft Wondrous Item, or Perform (Singing) and Perform (Dancing). None of these feats and skills provide great power or benefit to the particular character necessarily in a direct manner, but indirectly?--such skills and feats can be very beneficial.</p><p></p><p>The value of such atypical feats and skills may be seen as more valuable to particular players because of a particular vision for the character they are playing, and the individualistic story-development that such a character is involved with--none of which may necessarily have a large personal benefit, or provide a benefit to the rest of the party in any kind of routine, predictable manner, but merely enhance an occasional chance at gaining some advantage due to a particular set of circumstances.</p><p></p><p>I think that's ok, too. Taking feats and developing skills with an eye towards enhancing the story, adding colour to the individual character, and so on, even if such does not provide direct mechanical benefit to the character is certainly not "broken" or an example of poor design.</p><p></p><p>Always expecting every feat or skill to provide a concrete, predictable, direct mechanical benefit that is chiefly focused on some kind of combat advantage or even a strict, mechanical benefit seems to be limiting and narrowing to me.</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 5703262, member: 1131"] Greetings! Well, it seems to me, if I understand this argument correctly, that if FEAT A doesn't provide a direct, mechanical benefit to a particular character, then it is somehow "broken"?--and the correllary that all such feats that *do* provide a direct, mechanical benefit to the particular character are therefore, entirely superior? By extension, then, such feats designed that do not provide such a direct benefit are therefore examples of poor design? Well, hopefully I'm not out of it entirely in understanding.:) With the great number of feats--and skills--there are naturally some that have a more direct, personal benefit than others, and especially so in combat-based circumstances. (Obviously, Power Attack, Weapon Specialization, and Maximize Spell have distinct advantages over feats such as Negotiator, Charming Demeanor, Gifted Potter or Distinguished Tobacco Merchant. However, it would seem that such a broad variety of feats and skills exist not just for simulationist purposes, but also as 'tools" in which to build, within the story of the milieu, characters with particular profiles and distinctions. In my own campaigns, I typically have players that pay close attention to strange, off-beat feats, or seemingly unassuming skills, whether they be Craft (Carpentry), Craft Wondrous Item, or Perform (Singing) and Perform (Dancing). None of these feats and skills provide great power or benefit to the particular character necessarily in a direct manner, but indirectly?--such skills and feats can be very beneficial. The value of such atypical feats and skills may be seen as more valuable to particular players because of a particular vision for the character they are playing, and the individualistic story-development that such a character is involved with--none of which may necessarily have a large personal benefit, or provide a benefit to the rest of the party in any kind of routine, predictable manner, but merely enhance an occasional chance at gaining some advantage due to a particular set of circumstances. I think that's ok, too. Taking feats and developing skills with an eye towards enhancing the story, adding colour to the individual character, and so on, even if such does not provide direct mechanical benefit to the character is certainly not "broken" or an example of poor design. Always expecting every feat or skill to provide a concrete, predictable, direct mechanical benefit that is chiefly focused on some kind of combat advantage or even a strict, mechanical benefit seems to be limiting and narrowing to me. Semper Fidelis, SHARK [/QUOTE]
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