D&D 5E No Feats Allowed?

A no feats, no multi-classing game sounds intriguing. Whenever I get around to running my own game, I'll go that way. Most of the 'problem' builds seem to arise from one or both of those options. I know some people would say--and some actually sincerely--that it "opens more options" and allows them to play the character they want to role play, but most of the time I've seen these options come into play over the last couple of editions, it has been thinly veiled Min/Maxing. I'm not trying to shout 'Badwrongfun', I've done it myself, but It would be nice to remove the option and just play.

Someone up thread mentioned keeping multi-classing for a 1&2e vibe, and I just...my memory of those editions' versions of multi/dual classing is much more restrictive than 5e's multi-classing rules.
 

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I'm joining another Roll20 game (man, my spring contract can't start soon enough) where the only major session zero rule was "no multiclassing and no feats" for just that reason - most of the 'issue' builds require them and he wants us to "kill goblins not look up rules" .

He is however, requiring feats (from a pared down list) for the fighter's non-standard ASI levels.
 


A no feats, no multi-classing game sounds intriguing. Whenever I get around to running my own game, I'll go that way. Most of the 'problem' builds seem to arise from one or both of those options. I know some people would say--and some actually sincerely--that it "opens more options" and allows them to play the character they want to role play, but most of the time I've seen these options come into play over the last couple of editions, it has been thinly veiled Min/Maxing. I'm not trying to shout 'Badwrongfun', I've done it myself, but It would be nice to remove the option and just play.

Someone up thread mentioned keeping multi-classing for a 1&2e vibe, and I just...my memory of those editions' versions of multi/dual classing is much more restrictive than 5e's multi-classing rules.

I owuld try this out just to see if I like it. As the OP I am not claiming that no feats is badwrongfun I just want to try out a game and see what happens. I would allow MCing though.
 

Ran a year long campaign for 6 players, all new to 5E and 3 of whom had never played any tabletop RPG before.
Used no feats/multiclassing and everyone was human except a dragonborn... who appeared human and started manifesting draconic powers alongside being a dragon sorcerer.

I reasoned that getting used to the idiosyncrasies of different class abilities and spells would be plenty enough without feats and multiclass adding to the mix.
It worked absolutely fine.

(Despite my twitchyness around how varied standard human is)
 

The only reason I might run a featless game is if it was a game for a group that had never played an RPG before. Just to ease them into it.

Other than that, it feels like a very arbitrary restriction on character variety. Personally I'd never play a human without the variant feat you can get. Mechanically, humans are just too boring. I'd rather take any other race, since they all get things that are more fun to use.

There are just many types of characters that are impossible to make without feats. Want to play a character that's really perceptive? Impossible without observant. Want to play a scholar that speaks a lot of languages? Impossible without Linguist. A non-Bard/Rogue that's really skilled? Can't do that without Skilled. A fighter or rogue with just a touch of magic, a ranger/paladin with cantrips? Impossible without Magic Initiate.

There's just so much flavour that's lost if feats are unavailable. This becomes doubly true if there's no multiclassing either.
 

The only reason I might run a featless game is if it was a game for a group that had never played an RPG before. Just to ease them into it.

Other than that, it feels like a very arbitrary restriction on character variety. Personally I'd never play a human without the variant feat you can get. Mechanically, humans are just too boring. I'd rather take any other race, since they all get things that are more fun to use.

There are just many types of characters that are impossible to make without feats. Want to play a character that's really perceptive? Impossible without observant. Want to play a scholar that speaks a lot of languages? Impossible without Linguist. A non-Bard/Rogue that's really skilled? Can't do that without Skilled. A fighter or rogue with just a touch of magic, a ranger/paladin with cantrips? Impossible without Magic Initiate.

There's just so much flavour that's lost if feats are unavailable. This becomes doubly true if there's no multiclassing either.

It helps keep the power level down as well though.
 

Personally I'd never play a human without the variant feat you can get. Mechanically, humans are just too boring.

This, I think, is the biggest problem with banning feats; players get "humans-in-funny-hats" syndrome with races because races are mechanically more interesting. This could be balanced, perhaps, by RP consequences (e.g. institutionalized racism against non-humans), but it's tough.

To be honest, I think a game without multiclassing would fix perceived class balance problems more than feats, because most broken stuff is achieved by poaching other classes early-game abilities to shore up their weaknesses (e.g. wizards taking fighter for con saves and heavy armor, sorcerers taking two levels of warlock for agonizing blast).

But if I were to run a stricter game, I'd probably run without multiclassing and only allow feats for variant humans and fighters' 6th/14th/19th level ASIs. Because, to be honest, I'm not that concerned with Sharpshooter when wizards start dropping fireballs left and right.

I generally think feats are fine, but they could have used some level prerequisites (e.g. 8th level for SS/PAM/GWM) because by that point the casters start to make the melee feel useless.
 

I've been running Princes of the Apocalypse without feats or multiclassing for my university society. I imposed this restriction mainly to see what it would be like, and the players didn't argue in part because they were all new to 5e, plus I managed to sell it as an 'old school' element in the generally retro dungeoneering vibe of PotA.

The initial characters were as follows:

- Beastmaster Ranger (never turned up to play after char gen, guess he read online about the class? :p)
- Beserker Barbarian (the party powerhouse, consistently does more damage and soaks more damage than any other character. Has trained the players to believe that Barbarians are the best class in 5th edition)
- Assassin Rogue (got himself killed by being an idiot in Feathergale Spire)
- Great Old One Warlock (deliberately not optimised at first, but now focused on using Eldritch Blast and various AoE spells to great effect. Wins fights for the party)
- Elemental Monk (got splatted in Sacred Stone Monastery)
- Lore Bard (player didn't have interest, got himself killed in Sacred Stone Monastery)

Replacement characters, for new and existing players:
- Swashbuckler Rogue (from SCAG. Cool character, consistently does well)
- Aarakocra Wild Sorcerer (total loose cannon roleplaying wise, but did lots of damage. Ended up dying to a fireball after a wild surge during combat had left him as a plant pot with 10hp. That was in the Fire Temple.)
- Cleric of Life (As usual for this subclass, his healing abilities are so good that he gets to spend a lot of time not needing to heal. Like all clerics everywhere, has fixated on Sacred Flame and Guiding Bolt)
- Battlemaster Fighter (this character, the third for the Assassin/Wild Sorcerer's player, has not yet started, but I believe that he plans to go Battlemaster edit with a greatsword)

So there has been a fair variety of classes, not least because I have become death, the destroyer of characters. The players have not complained about the lack of feats or multiclassing, although as newbies you could argue that they would be less likely to. The party did have more interest in squishy classes than frontline types, at least until the Cleric replaced the Monk, so this might bear out the suggestions up-thread that STR classes would be less favoured. They also decided not to bother taking any healing classes at all, which went about as well as you can expect.

I've enjoyed not having feats. I would absolutely agree with the sentiment that feats tend to make characters one-note; in a previous campaign, the Warlock's player used the Trip combination Fighter (Battlemaster, Polearm Master, Sentinel) and it was pretty boring for me as the DM. Every time he did the exact same move, it usually worked, and it made combats less static. The Barbarian, for sure, tends to do the same thing every time as well - but it feels less gimmicky, somehow, when that is a basic attack roll.

No multiclassing is a thing that I will probably use going forward; no Feats is something that I will seriously consider as a house rule in my future campaigns. The Feats contain the most balance issues in the game, and they also contain the most dull combinations in the game. Removing them would seem an easy way to return to a fairly balanced field. I know that it could lead to charges of boring classes, but it is my intuition that people who complain about 'simple classes' would never play those classes regardless of whether feats were an option.

My two pence; I hope it helps, @Zardnaar.
 
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