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To use or not to use feats
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<blockquote data-quote="Warpiglet" data-source="post: 7205563" data-attributes="member: 6689161"><p>I hate to offer an incredibly conditional recommendation but it is what it is.</p><p></p><p>1. If your group does NOT power game, feats should be OK</p><p></p><p>2. If they DO power game, feats could be an issue</p><p></p><p>I believe that standard array and feats do not ruin balance. A player may only take a few feats lifetime OR have low-ish stats at high level. If they have low-ish stats, I do not think that things like greatweapon master will make up for it. If it does, there will be an exploitable deficit somewhere--which is fine! GWM is not a big deal if you are charmed or asleep or whatever.</p><p></p><p>If you roll high and have feats and powergame, I can see an issue. But even still it might not be bad if there is no multiclassing.</p><p></p><p>My biggest concern is rolled stats, with multiclassing, with feats with powergaming. That combination can get nutty. Drop one of these things and feats are less of an issue.</p><p></p><p>Frankly, without powergaming as a focus, you can pretty much have all the other without messing up balance IMHO. If I take a variant human for example, I like to take magic initiate if they are going to take a spell casting class later. I like the whole to be present from the start from an RP and flavor perspective. That is a big downer for me to have to explain a sudden magic ability later in the character's life.</p><p></p><p>Currently, I want to take a Mountain Dwarf Sorcerer that spams greenflame blade and Booming Blade with metamagic later on so he can hit with it twice. I am going to have a hard time improving strength and charisma and con. In fact, it won't happen. I really can take maybe two feats lifetime if I want to improve in any of these areas. Think of it---I might have only a +2 in my two big stats. Since I want the flavor and effectiveness of elemental adept (for fire with greenflame blade and his forge inspired flame powers!) I cannot take an ASI until 8th level. </p><p></p><p>I would be sad if I could not take elemental adept and I do not think this is a game unbalancing decision. I may take that or the much reviled weapon master. It would allow me to hit with a maul and improve my strength to a 16. If I take both feats, I am not improving any ability until 12th level! I may never get there and 16th is even more doubtful.</p><p></p><p>TLDR: I think the combination of things with feats and playstyle can be problematic. In the right group, not having feats is a loss of customization that some people like me really enjoy but do not abuse. Talk with the group...consider jointly agreed upon limitations as needed.</p></blockquote><p></p>
[QUOTE="Warpiglet, post: 7205563, member: 6689161"] I hate to offer an incredibly conditional recommendation but it is what it is. 1. If your group does NOT power game, feats should be OK 2. If they DO power game, feats could be an issue I believe that standard array and feats do not ruin balance. A player may only take a few feats lifetime OR have low-ish stats at high level. If they have low-ish stats, I do not think that things like greatweapon master will make up for it. If it does, there will be an exploitable deficit somewhere--which is fine! GWM is not a big deal if you are charmed or asleep or whatever. If you roll high and have feats and powergame, I can see an issue. But even still it might not be bad if there is no multiclassing. My biggest concern is rolled stats, with multiclassing, with feats with powergaming. That combination can get nutty. Drop one of these things and feats are less of an issue. Frankly, without powergaming as a focus, you can pretty much have all the other without messing up balance IMHO. If I take a variant human for example, I like to take magic initiate if they are going to take a spell casting class later. I like the whole to be present from the start from an RP and flavor perspective. That is a big downer for me to have to explain a sudden magic ability later in the character's life. Currently, I want to take a Mountain Dwarf Sorcerer that spams greenflame blade and Booming Blade with metamagic later on so he can hit with it twice. I am going to have a hard time improving strength and charisma and con. In fact, it won't happen. I really can take maybe two feats lifetime if I want to improve in any of these areas. Think of it---I might have only a +2 in my two big stats. Since I want the flavor and effectiveness of elemental adept (for fire with greenflame blade and his forge inspired flame powers!) I cannot take an ASI until 8th level. I would be sad if I could not take elemental adept and I do not think this is a game unbalancing decision. I may take that or the much reviled weapon master. It would allow me to hit with a maul and improve my strength to a 16. If I take both feats, I am not improving any ability until 12th level! I may never get there and 16th is even more doubtful. TLDR: I think the combination of things with feats and playstyle can be problematic. In the right group, not having feats is a loss of customization that some people like me really enjoy but do not abuse. Talk with the group...consider jointly agreed upon limitations as needed. [/QUOTE]
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