Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
To use or not to use feats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawkeyefan" data-source="post: 7205560" data-attributes="member: 6785785"><p>Let me preface this by saying that I don't really have a problem with feats, generally speaking. I allow them in my game, and their impact has not been negative at all.</p><p></p><p>But I have seen issues with feats in the past. </p><p></p><p>What's the difference between a Fighter with GWM and a Greatsword and one with a Greatsword but no GWM feat? There are two ways to look at it. Mechanically, the GWM feat gives the -5/+10 option to that Fighter. Narratively, though, there's no real difference....both are Fighters using a Greatsword and likely fulfilling the same role within their respective parties. </p><p></p><p>So the difference is purely mechanical. Sure, we can say that the mechanical difference is representative of some kind of advanced training with the Greatsword...but I don't know if being reckless is really some form of advanced training. Views on that will vary from person to person, I'm sure.</p><p></p><p>But really...what variety has been added here? Don't the two Fighters play exactly the same? It's just that one may do some more damage from time to time. Is that really variety? </p><p></p><p>Once you create a feat that allows one character to do more damage than another, that's a potential issue. It certainly depends on player perception...but there are many players who will see that feat as a necessity. That doing less damage than a GWM Fighter means that his character is not "optimized".</p><p></p><p>So when this happens, some players start to view certain feats as "required", which then, somewhat paradoxically, removes options.</p><p></p><p>I think it would be better to have feats that have other combat effects rather than just an increase in damage. Maybe knocking a target back 5 feet on a hit with a great weapon, or grappling a target with a whip, or something along those lines. This will actually make the character function a little differently than similar characters. That seems more like the variety everyone seems to think feats promote. </p><p></p><p>Why not simply allow ANY Proficient character using a Great Weapon to have the -5/+10 mechanic at his disposal? Make that a product of the weapon? </p><p></p><p>Because the damage boost feats don't alter the way the character actually functions.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7205560, member: 6785785"] Let me preface this by saying that I don't really have a problem with feats, generally speaking. I allow them in my game, and their impact has not been negative at all. But I have seen issues with feats in the past. What's the difference between a Fighter with GWM and a Greatsword and one with a Greatsword but no GWM feat? There are two ways to look at it. Mechanically, the GWM feat gives the -5/+10 option to that Fighter. Narratively, though, there's no real difference....both are Fighters using a Greatsword and likely fulfilling the same role within their respective parties. So the difference is purely mechanical. Sure, we can say that the mechanical difference is representative of some kind of advanced training with the Greatsword...but I don't know if being reckless is really some form of advanced training. Views on that will vary from person to person, I'm sure. But really...what variety has been added here? Don't the two Fighters play exactly the same? It's just that one may do some more damage from time to time. Is that really variety? Once you create a feat that allows one character to do more damage than another, that's a potential issue. It certainly depends on player perception...but there are many players who will see that feat as a necessity. That doing less damage than a GWM Fighter means that his character is not "optimized". So when this happens, some players start to view certain feats as "required", which then, somewhat paradoxically, removes options. I think it would be better to have feats that have other combat effects rather than just an increase in damage. Maybe knocking a target back 5 feet on a hit with a great weapon, or grappling a target with a whip, or something along those lines. This will actually make the character function a little differently than similar characters. That seems more like the variety everyone seems to think feats promote. Why not simply allow ANY Proficient character using a Great Weapon to have the -5/+10 mechanic at his disposal? Make that a product of the weapon? Because the damage boost feats don't alter the way the character actually functions. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
To use or not to use feats
Top