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General Tabletop Discussion
*Dungeons & Dragons
To use or not to use feats
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<blockquote data-quote="Guest 6801718" data-source="post: 7204632"><p>I allow feats in my games. I just like giving the players more options to create their ideal heroes. It's not going to do harm if you don't use them. A good ASI goes a long way. Boosting up that main stat so you're more effective at what your class does carries more weight than what a feat may offer, to me. So a fighter without access to feats may be a bit tougher when they start boosting con or enjoy other benefits like higher save bonuses, skills, or initiative from boosting other abilities. So there are certainly some good benefits to getting more ASI's than other classes. It could mean staying on your feet longer or shrugging off a debilitating spell. </p><p></p><p>I'm also lucky in that my group isn't real heavy in the power gamer department. I wouldn't begrudge any of them if they wanted GWM or Sharp Shooter. Though they typically go for feats that reflect what they think their character is rather than the "optimal" choice. As the DM, I can always find ways to challenge them. I just like them to have more of a say in how they build their characters. </p><p></p><p>As far as customizing monsters with things like feats, yeah I do that. If feats are in the game world, they are there for everyone. So the party may battle their way through a group of hobgoblins to discover that their general with that great axe has GWM too. That wizard at the top of his tower may be up there because he has spell sniper and the party is walking up to his front door. The way I approach it is that if there are people in the world who can teach these specialized techniques and abilities to the PCs as feats, they can do that for the bad guys too. I only do it for special monsters who are big bads in the story, though it may come up.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 7204632"] I allow feats in my games. I just like giving the players more options to create their ideal heroes. It's not going to do harm if you don't use them. A good ASI goes a long way. Boosting up that main stat so you're more effective at what your class does carries more weight than what a feat may offer, to me. So a fighter without access to feats may be a bit tougher when they start boosting con or enjoy other benefits like higher save bonuses, skills, or initiative from boosting other abilities. So there are certainly some good benefits to getting more ASI's than other classes. It could mean staying on your feet longer or shrugging off a debilitating spell. I'm also lucky in that my group isn't real heavy in the power gamer department. I wouldn't begrudge any of them if they wanted GWM or Sharp Shooter. Though they typically go for feats that reflect what they think their character is rather than the "optimal" choice. As the DM, I can always find ways to challenge them. I just like them to have more of a say in how they build their characters. As far as customizing monsters with things like feats, yeah I do that. If feats are in the game world, they are there for everyone. So the party may battle their way through a group of hobgoblins to discover that their general with that great axe has GWM too. That wizard at the top of his tower may be up there because he has spell sniper and the party is walking up to his front door. The way I approach it is that if there are people in the world who can teach these specialized techniques and abilities to the PCs as feats, they can do that for the bad guys too. I only do it for special monsters who are big bads in the story, though it may come up. [/QUOTE]
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