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Some feats/options are removing cool mechanical features of the game
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<blockquote data-quote="Shendorion" data-source="post: 6777982" data-attributes="member: 6804078"><p>For the trick arrows, you could take the Martial Adept feat and fluff the maneuvers as a supply of special arrowheads that, due to mechanical and storage concerns, you have to assemble in limited quantities during downtime. Not all of the maneuvers will translate, but you don't get all the maneuvers with the feat, so you could pick the ones that achieve the effects you want to narrate as special arrows.</p><p></p><p>Regarding feats removing complexity, some people would see that as a good thing. There's also a simulationist argument for it - beginners have to be deliberate about things practiced veterans are able to do effortlessly. Granted, an approach to increasing success rate and removing penalties that didn't reduce complexity might've made the gameplay feel deeper when you're doing the things in which you're specialized, but there's a solid argument for letting players pay character resources to make gameplay more elegant in their fields of specialty.</p><p></p><p>I think you're right on target about playing without feats tampering with class balance, though. While +2 DEX compares well against Sharpshooter, what happens when you hit 20 DEX? Pulling feats out of the game means little to a wizard, but it takes away powerful options for fighters, reducing ~20% of their class features from interesting economic decisions and powerful points of differentiation to flat stat improvements that become less meaningful as they gain levels.</p></blockquote><p></p>
[QUOTE="Shendorion, post: 6777982, member: 6804078"] For the trick arrows, you could take the Martial Adept feat and fluff the maneuvers as a supply of special arrowheads that, due to mechanical and storage concerns, you have to assemble in limited quantities during downtime. Not all of the maneuvers will translate, but you don't get all the maneuvers with the feat, so you could pick the ones that achieve the effects you want to narrate as special arrows. Regarding feats removing complexity, some people would see that as a good thing. There's also a simulationist argument for it - beginners have to be deliberate about things practiced veterans are able to do effortlessly. Granted, an approach to increasing success rate and removing penalties that didn't reduce complexity might've made the gameplay feel deeper when you're doing the things in which you're specialized, but there's a solid argument for letting players pay character resources to make gameplay more elegant in their fields of specialty. I think you're right on target about playing without feats tampering with class balance, though. While +2 DEX compares well against Sharpshooter, what happens when you hit 20 DEX? Pulling feats out of the game means little to a wizard, but it takes away powerful options for fighters, reducing ~20% of their class features from interesting economic decisions and powerful points of differentiation to flat stat improvements that become less meaningful as they gain levels. [/QUOTE]
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