The "I Didn't Comment in Another Thread" Thread

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I think I'm going to tie feats to magic items in my next campaign.

"That's not your ordinary maul +1, no sir. You recognize that crest on the pommel...it's one of the fabled Vilebane Hammers! These elite weapons were forged by the dwarven clan of the same name over a century ago, and bestow great prowess to the wielder. While you're attuned to this maul, you have the Crusher feat and the Great Weapon Master feat."

"Cool! But you said we couldn't use feats in this campaign."

"No, I said you couldn't choose them for ASIs. Feats are out there in the world, you just have to find them."
 

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I found the D&D movie to be nothing special (unless "would probably have watched it out of order and piecemeal a hundred times on cable because there was nothing else on if this was the 90s" counts as special)
 

I think I'm going to tie feats to magic items in my next campaign.

"That's not your ordinary maul +1, no sir. You recognize that crest on the pommel...it's one of the fabled Vilebane Hammers! These elite weapons were forged by the dwarven clan of the same name over a century ago, and bestow great prowess to the wielder. While you're attuned to this maul, you have the Crusher feat and the Great Weapon Master feat."

"Cool! But you said we couldn't use feats in this campaign."

"No, I said you couldn't choose them for ASIs. Feats are out there in the world, you just have to find them."

Hey, now, be careful with that. Next thing you know you'll have your players asking to go on quests for things they want. You might actually create PCs that are really interested in adventuring and start driving the campaign themselves!
 

I think I'm going to tie feats to magic items in my next campaign.

"That's not your ordinary maul +1, no sir. You recognize that crest on the pommel...it's one of the fabled Vilebane Hammers! These elite weapons were forged by the dwarven clan of the same name over a century ago, and bestow great prowess to the wielder. While you're attuned to this maul, you have the Crusher feat and the Great Weapon Master feat."

"Cool! But you said we couldn't use feats in this campaign."

"No, I said you couldn't choose them for ASIs. Feats are out there in the world, you just have to find them."
And then, when the PCs lose a battle and are forced to surrender their weapons, they've been defeated.
 


And then, when the PCs lose a battle and are forced to surrender their weapons, they've been defeated.
Pfff, hardly. First, handing over a magic item is not the same thing as breaking attunement to the magic item. Second, the characters still get those standard +2 stat increases with every ASI. These feats that are being granted by magic items are added on top of existing ASIs...they're icing on the cake, not the character's entire identity.

Which means the players will be even more resistant to the idea of surrender. Even without tying feats to magic items, most players would rather a TPK than be captured and/or surrender their weapons.
Heck, I'd be happy if they would just entertain the idea of just maybe possibly retreating once in a while. Instead of just flatly assuming they are going to win every battle, and it's my job to make sure it happens.

Hey, now, be careful with that. Next thing you know you'll have your players asking to go on quests for things they want. You might actually create PCs that are really interested in adventuring and start driving the campaign themselves!
I know right? I might have to spend a week or two of downtime, researching the lore of the realm and learning the locations of powerful artifacts. And that's just the start of it! Next, I'll have to plan a whole expedition to some lost ruin or whatever, and delve into the crypts below it to find the very item I was looking for. And of course they are going to be heavily-guarded with traps and horrible monsters. Ugh, why does this have to be so complicated? I should be able to just buy this stuff at the store.

How am I supposed to tell the story of how great I am, if I'm being forced to crawl around in dungeons killing things and taking their stuff?
 
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Heck, I'd be happy if they would just entertain the idea of just maybe possibly retreating once in a while. Instead of just flatly assuming they are going to win every battle, and it's my job to make sure it happens.
Oh, how many times I've heard those famour last words, "The DM wouldn't have pitted it against us, if we couldn't handle it."

Couldn't handle it NOW. Might I not be setting up a reason to go back later?
 
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Pfff, hardly. First, handing over a magic item is not the same thing as breaking attunement to the magic item. Second, the characters still get those standard +2 stat increases with every ASI. These feats that are being granted by magic items are added on top of existing ASIs...they're icing on the cake, not the entire character's identity.
It was much easier in the old days when magic items were actually seen as cool extras rather than expected rewards.
Heck, I'd be happy if they would just entertain the idea of just maybe possibly retreating once in a while. Instead of just flatly assuming they are going to win every battle, and it's my job to make sure it happens.
Yep. One of the main reasons I stopped playing 5E. It’s superhero fantasy and the players expect that. I’d be fine running superhero fantasy with a system designed to do it. 5E is way too fiddly for that style of game. I vastly prefer TSR D&D, OSR, and NuSR games. The players learn real quick to run or roll up a new character.
I know right? I might have to spend a week or two of downtime, researching the lore of the realm and learning the locations of powerful artifacts. And that's just the start of it! Next, I'll have to plan a whole expedition to some lost ruin or whatever, and delve into the crypts below it to find the very item I was looking for. And of course they are going to be heavily-guarded with traps and horrible monsters. Ugh, why does this have to be so complicated? I should be able to just buy this stuff at the store.
Yeah. The good old days where gaining power meant actually going out and adventuring.
How am I supposed to tell the story of how great I am, if I'm being forced to crawl around in dungeons killing things and taking their stuff?
It really does seem like that with most 5E players, at least in my experience. It’s all a out the referee blowing smoke and shining a “you’re the awesomest” light into…a rather dark place.
 



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