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General Tabletop Discussion
*Dungeons & Dragons
Some feats/options are removing cool mechanical features of the game
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<blockquote data-quote="GX.Sigma" data-source="post: 6778715" data-attributes="member: 6690511"><p>Who cares what it's "supposed" to do? Who decides whether the person is "right" or "wrong"? If it doesn't do what THEY want it to do, it doesn't work FOR THEM. Regardless of whether YOU think they're "right," for THEM, it is a real problem that needs to be fixed. If they are trying to fix the problem, telling them "there's nothing to fix" isn't helpful.</p><p></p><p>Right here you explain that the encounters have to be distorted around the -5/+10 to bring it in line. Don't you think the game would be better if you <em>didn't</em> have to do that? By what definition is that <em>not</em> imbalanced?</p><p></p><p>D&D is played in a group. If every member of the group has a different specialty, and they're all "the best" at it, the group as a whole is more effective. If every member of the group has a diverse set of abilities and they're not as great at any of them, the group as a whole is less effective. This is how groups work. </p><p></p><p>Let me try to explain. Martial Adept gives the character a new, exceptional ability, such as Evasive Footwork or Parry, that they can use once per rest (giving them an option they can use when the situation calls for it). GWM gives the character +10 damage on <em>every attack</em>, plus an extra attack every few rounds (powering-up a capability the character already has). The latter is more vertical, the former is more horizontal. (It does give a little extra damage, which is why I said "mostly." Actor and Ritual Caster are purer examples.) Does that make sense?</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6778715, member: 6690511"] Who cares what it's "supposed" to do? Who decides whether the person is "right" or "wrong"? If it doesn't do what THEY want it to do, it doesn't work FOR THEM. Regardless of whether YOU think they're "right," for THEM, it is a real problem that needs to be fixed. If they are trying to fix the problem, telling them "there's nothing to fix" isn't helpful. Right here you explain that the encounters have to be distorted around the -5/+10 to bring it in line. Don't you think the game would be better if you [I]didn't[/I] have to do that? By what definition is that [I]not[/I] imbalanced? D&D is played in a group. If every member of the group has a different specialty, and they're all "the best" at it, the group as a whole is more effective. If every member of the group has a diverse set of abilities and they're not as great at any of them, the group as a whole is less effective. This is how groups work. Let me try to explain. Martial Adept gives the character a new, exceptional ability, such as Evasive Footwork or Parry, that they can use once per rest (giving them an option they can use when the situation calls for it). GWM gives the character +10 damage on [I]every attack[/I], plus an extra attack every few rounds (powering-up a capability the character already has). The latter is more vertical, the former is more horizontal. (It does give a little extra damage, which is why I said "mostly." Actor and Ritual Caster are purer examples.) Does that make sense? [/QUOTE]
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Some feats/options are removing cool mechanical features of the game
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