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To use or not to use feats
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<blockquote data-quote="Charles Rampant" data-source="post: 7204409" data-attributes="member: 32659"><p>I tried a campaign without Feats. The players mostly did fine without. I think that, with all the other moving parts in the game, Feats don't add all <em>that</em> much complexity; five fighters with feats is quicker than five wizards without feats, and most parties fall somewhere in the middle. In terms of power, it really depends. I don't allow a couple (Sharpshooter, Great Weapon Master). I've seen players take feats that were worthless in terms of power, but very potent in terms of suiting theme (e.g. Magic Initiate Druid on a 4 elements monk who wanted a bit of nature power). They're more <em>interesting</em> than straight number improvements, which is what the ASIs basically give. Many feats open up a style of character, at least more convincingly than they'd be without. For example, the Guy With Shield, or the Slippery Rogue both work better (thematically and mechanically) with Shield Master and Mobile, respectively. Since I don't allow Multiclassing, it's a fairly important tool for my players to mix flavour across classes. However, it's unfortunate that the feats available to casters are fairly dull, and don't really open doors in the same way.</p><p></p><p>Fighters get more ASIs than others, and I believe that the argument goes that, without Feats, they quickly run out of stuff that's worthwhile; if you're playing a guy with a Greatsword and Platemail, once you've got Str and Con 20, you'll basically stall; raising Cha is fun, but likely not that useful or beneficial for them. In a game with Feats, they could think about Heavy Armor Master, Great Weapon Master, Savage Attacker, Tough, even Tavern Brawler, all as ways to develop the character interestingly and focus on the 'theme' of the character, rather than just raising their numbers a bit. </p><p></p><p>Overall, I'd suggest that Feats are probably worth keeping on, even if you downplay them for a newer player who is struggling with choices. You want to go without, and I'd say equally that you'll be fine: nothing goes wrong without them. I certainly didn't have any of my players complaining about feeling constrained in the featless campaign, though that was their first 5e campaign so they hadn't gotten used to them.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7204409, member: 32659"] I tried a campaign without Feats. The players mostly did fine without. I think that, with all the other moving parts in the game, Feats don't add all [i]that[/i] much complexity; five fighters with feats is quicker than five wizards without feats, and most parties fall somewhere in the middle. In terms of power, it really depends. I don't allow a couple (Sharpshooter, Great Weapon Master). I've seen players take feats that were worthless in terms of power, but very potent in terms of suiting theme (e.g. Magic Initiate Druid on a 4 elements monk who wanted a bit of nature power). They're more [i]interesting[/i] than straight number improvements, which is what the ASIs basically give. Many feats open up a style of character, at least more convincingly than they'd be without. For example, the Guy With Shield, or the Slippery Rogue both work better (thematically and mechanically) with Shield Master and Mobile, respectively. Since I don't allow Multiclassing, it's a fairly important tool for my players to mix flavour across classes. However, it's unfortunate that the feats available to casters are fairly dull, and don't really open doors in the same way. Fighters get more ASIs than others, and I believe that the argument goes that, without Feats, they quickly run out of stuff that's worthwhile; if you're playing a guy with a Greatsword and Platemail, once you've got Str and Con 20, you'll basically stall; raising Cha is fun, but likely not that useful or beneficial for them. In a game with Feats, they could think about Heavy Armor Master, Great Weapon Master, Savage Attacker, Tough, even Tavern Brawler, all as ways to develop the character interestingly and focus on the 'theme' of the character, rather than just raising their numbers a bit. Overall, I'd suggest that Feats are probably worth keeping on, even if you downplay them for a newer player who is struggling with choices. You want to go without, and I'd say equally that you'll be fine: nothing goes wrong without them. I certainly didn't have any of my players complaining about feeling constrained in the featless campaign, though that was their first 5e campaign so they hadn't gotten used to them. [/QUOTE]
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