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
*TTRPGs General
Too many feats? (or - Why is this a feat?)
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="MerakSpielman" data-source="post: 745311" data-attributes="member: 7464"><p>I like feats. I like lots of feats. They're pretty much all distinguishes different characters of the same class at the same level, when comparing character sheets.</p><p></p><p>This is how I'm handling the Tons Of Feats problem in my upcoming campaign.</p><p></p><p>I downloaded one of those huge feat netbook thingies. Not the standard Netbook of Feats, I think, but very similar.</p><p></p><p>I didn't want to overwhelm my players with 400 new feats. They aren't going to want to read all that. Probably nobody wants to read more than, say, 20 new feats. At most.</p><p></p><p>So I decided to make "Organizations" (a loose term that could be anything from a thieves guild, a temple, or a fighting school). All characters start as members of an organization. Each organization provides access to a special selection of feats. The characters do not have to pick any of these if they don't want to. NPCs have the same selection options. </p><p></p><p>For example, a fighter who studied with the Blades might gain access to twenty or so nifty attack feats, while a Monk who studied at the Cloud Dojo has certain monk-specific, movement oriented feats, while the Fang Dojo teaches ways to focus Ki into new attack options.</p><p></p><p>The more feats are available, the more options there are for creating truly unique characters.</p><p></p><p><span style="color: crimson">--predicted argument--</span></p><p>"You should differentiate characters through personality and role-playing skills, instead of adding schmoodles of new rules (feats)!"</p><p></p><p><span style="color: skyblue">--rebuttal--</span></p><p>Some players are better role players than others because of their own personality. Should they be the only ones allowed unique characters? Some of my players struggle to have a conversation in-character, let alone express their character's unique personality and style. New feats, not all of which are combat-oriented, mind you, allow all players to have equally unique characters.</p><p></p><p><more arguements after people finish tearing apart this one. Waiting...></p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 745311, member: 7464"] I like feats. I like lots of feats. They're pretty much all distinguishes different characters of the same class at the same level, when comparing character sheets. This is how I'm handling the Tons Of Feats problem in my upcoming campaign. I downloaded one of those huge feat netbook thingies. Not the standard Netbook of Feats, I think, but very similar. I didn't want to overwhelm my players with 400 new feats. They aren't going to want to read all that. Probably nobody wants to read more than, say, 20 new feats. At most. So I decided to make "Organizations" (a loose term that could be anything from a thieves guild, a temple, or a fighting school). All characters start as members of an organization. Each organization provides access to a special selection of feats. The characters do not have to pick any of these if they don't want to. NPCs have the same selection options. For example, a fighter who studied with the Blades might gain access to twenty or so nifty attack feats, while a Monk who studied at the Cloud Dojo has certain monk-specific, movement oriented feats, while the Fang Dojo teaches ways to focus Ki into new attack options. The more feats are available, the more options there are for creating truly unique characters. [color=crimson]--predicted argument--[/color] "You should differentiate characters through personality and role-playing skills, instead of adding schmoodles of new rules (feats)!" [color=skyblue]--rebuttal--[/color] Some players are better role players than others because of their own personality. Should they be the only ones allowed unique characters? Some of my players struggle to have a conversation in-character, let alone express their character's unique personality and style. New feats, not all of which are combat-oriented, mind you, allow all players to have equally unique characters. <more arguements after people finish tearing apart this one. Waiting...> [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Too many feats? (or - Why is this a feat?)
Top