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Starting Feat - new players vs. veteran players
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<blockquote data-quote="Blue" data-source="post: 7803920" data-attributes="member: 20564"><p>Premise: Any large section of disparate options that need to be read and understood on a mechanical level in order to create a starting character is a barrier to entry for new players.</p><p></p><p>Spell lists are an ur-example of this, where both cantrips and 1st level spells need to be digested, contrasted, and picked. And for leveled spells every class has a mechanism to eventually swap out a bad pick. But even there, many first time players choose to avoid full casters. For a first time player, even a half caster as a big advantage in that you'll have some practical familiarity with how the game actually plays at the table, and halve the selection by not doing cantrips.</p><p></p><p>Feats fit all the negatives of spells, but apply to all characters, and have no formal retraining mechanism if you realize later that you had chosen poorly. AL has chances to redo your character in case it's not working, but the base game does not have such a thing.</p><p></p><p>On the flip side, many experienced players bemoan that they can't customize or add in defining character traits (like Actor) until well after the character is already established. It's the primary draw of the variant Human. I've seen plenty of people (though still a minority) house rule giving a feat at 1st.</p><p></p><p>Proposal: Let's take the lessons from the casters. First, put in a retraining method for ASIs and feats, so people do not feel like they are locked in. Second, learn from the half-casters - give the feat at 2nd (character level) instead of 1st so there is some practical experience with how their character plays at the table. </p><p></p><p>Yes, it's power creep, that is true. But it addresses what seems to be a common complaint among experienced players while minimizing the burden on new players by pushing it back so it's not all at once, and giving the players a chance to understand the choice better.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Blue, post: 7803920, member: 20564"] Premise: Any large section of disparate options that need to be read and understood on a mechanical level in order to create a starting character is a barrier to entry for new players. Spell lists are an ur-example of this, where both cantrips and 1st level spells need to be digested, contrasted, and picked. And for leveled spells every class has a mechanism to eventually swap out a bad pick. But even there, many first time players choose to avoid full casters. For a first time player, even a half caster as a big advantage in that you'll have some practical familiarity with how the game actually plays at the table, and halve the selection by not doing cantrips. Feats fit all the negatives of spells, but apply to all characters, and have no formal retraining mechanism if you realize later that you had chosen poorly. AL has chances to redo your character in case it's not working, but the base game does not have such a thing. On the flip side, many experienced players bemoan that they can't customize or add in defining character traits (like Actor) until well after the character is already established. It's the primary draw of the variant Human. I've seen plenty of people (though still a minority) house rule giving a feat at 1st. Proposal: Let's take the lessons from the casters. First, put in a retraining method for ASIs and feats, so people do not feel like they are locked in. Second, learn from the half-casters - give the feat at 2nd (character level) instead of 1st so there is some practical experience with how their character plays at the table. Yes, it's power creep, that is true. But it addresses what seems to be a common complaint among experienced players while minimizing the burden on new players by pushing it back so it's not all at once, and giving the players a chance to understand the choice better. Thoughts? [/QUOTE]
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