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General Tabletop Discussion
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The final word on DPR, feats and class balance
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<blockquote data-quote="hawkeyefan" data-source="post: 7434504" data-attributes="member: 6785785"><p>If players always choose a character build focused solely around damage output and combat performance and little else, then I can see why some folks call for balance as a solution, despite balance having its own drawbacks that it would bring.</p><p></p><p>If feats are a problem, then don’t use them. Stop thinking of them as options and start thinking of them as Cheats. The ones that seem to be a problem are those that lack any kind of thematic meaning other than “I hit really hard with this weapon”. All they are is an excuse to add damage and make the player feel “more effective” in combat. </p><p></p><p>There is no challenge involved in this.</p><p></p><p>Tell your players that if they want to challenge themselves....if they want to see howgood they can play rather than how good a feat is at adding damage...then play without the feats. Take the training wheels off.</p><p></p><p>Then maybe over time your players will become the kinds of players who can see such options in a book and not feel the need to take them. They’ll have moved past this “damage is everything” mindset and have started spreading their focus a bit.</p><p></p><p>And then maybe as a result you can become the kind of DM who will realize that the game doesn’t need a drastic overhaul just to fix the very specific problem of one gaming group.</p><p> </p><p>And then, perhaps at long last...it would indeed be the final word.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7434504, member: 6785785"] If players always choose a character build focused solely around damage output and combat performance and little else, then I can see why some folks call for balance as a solution, despite balance having its own drawbacks that it would bring. If feats are a problem, then don’t use them. Stop thinking of them as options and start thinking of them as Cheats. The ones that seem to be a problem are those that lack any kind of thematic meaning other than “I hit really hard with this weapon”. All they are is an excuse to add damage and make the player feel “more effective” in combat. There is no challenge involved in this. Tell your players that if they want to challenge themselves....if they want to see howgood they can play rather than how good a feat is at adding damage...then play without the feats. Take the training wheels off. Then maybe over time your players will become the kinds of players who can see such options in a book and not feel the need to take them. They’ll have moved past this “damage is everything” mindset and have started spreading their focus a bit. And then maybe as a result you can become the kind of DM who will realize that the game doesn’t need a drastic overhaul just to fix the very specific problem of one gaming group. And then, perhaps at long last...it would indeed be the final word. [/QUOTE]
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