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General Tabletop Discussion
*TTRPGs General
Regional Feats Standard?
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<blockquote data-quote="hong" data-source="post: 1448100" data-attributes="member: 537"><p>The idea of more powerful abilities that are meant to "round out" a character, and that you can only get at 1st level, is basically the kits of 2E revisited. Not a particularly great idea, IMO.</p><p></p><p>So let's say you have this regional feat that gives a big bonus if you use an axe. The idea is that you have to be from region Blarg, which supposedly embeds your character into the setting and gives your DM plot hooks and stuff. In play, this just means that anyone who wants to twink out an axe fighter will suddenly come from region Blarg. They could be just as colourless, personality-wise, as before, but they now get a bonus freebie. They are no more "embedded" into your world than they were before; you have no more plot hooks to work with than you did before. You've just escalated the power level in your game just a little bit, and elevated the risk that people who don't take a regional feat will be left in the shade.</p><p></p><p>All of these are just the stock-standard arguments for why kits were not such a great idea.</p><p></p><p>Regional feats also present an additional problem if you're using a homebrew world. Do you allow these feats, which are tied to specific regions in published settings, into your homebrew? If so, there's the issue of how you assign them to your own regions. If not, that means WotC spent a lot of time and resources making something you're not going to use, and you'd (probably) much prefer they spent those time and resources making things you _do_ want to use (and you're willing to pay money for).</p><p></p><p>Despite all that, personally, I'll probably end up using these regional feats. They don't seem powerful enough (yet) to completely unbalance the game, and as a latent gearhead I'm intrigued by the possibilities they present. I'll probably also remove the regional restriction (but still limit it to one per character, taken at 1st level). There aren't that many regions in my world to start with, and I'm not too worried about enforcing stereotypes.</p></blockquote><p></p>
[QUOTE="hong, post: 1448100, member: 537"] The idea of more powerful abilities that are meant to "round out" a character, and that you can only get at 1st level, is basically the kits of 2E revisited. Not a particularly great idea, IMO. So let's say you have this regional feat that gives a big bonus if you use an axe. The idea is that you have to be from region Blarg, which supposedly embeds your character into the setting and gives your DM plot hooks and stuff. In play, this just means that anyone who wants to twink out an axe fighter will suddenly come from region Blarg. They could be just as colourless, personality-wise, as before, but they now get a bonus freebie. They are no more "embedded" into your world than they were before; you have no more plot hooks to work with than you did before. You've just escalated the power level in your game just a little bit, and elevated the risk that people who don't take a regional feat will be left in the shade. All of these are just the stock-standard arguments for why kits were not such a great idea. Regional feats also present an additional problem if you're using a homebrew world. Do you allow these feats, which are tied to specific regions in published settings, into your homebrew? If so, there's the issue of how you assign them to your own regions. If not, that means WotC spent a lot of time and resources making something you're not going to use, and you'd (probably) much prefer they spent those time and resources making things you _do_ want to use (and you're willing to pay money for). Despite all that, personally, I'll probably end up using these regional feats. They don't seem powerful enough (yet) to completely unbalance the game, and as a latent gearhead I'm intrigued by the possibilities they present. I'll probably also remove the regional restriction (but still limit it to one per character, taken at 1st level). There aren't that many regions in my world to start with, and I'm not too worried about enforcing stereotypes. [/QUOTE]
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