I've played in games that don't allow multiclassing, but never games that don't allow feats. Go figure.
Putting it another way: Say someone put out a study that proved you could win a majority of the time using their Blackjack system. The company with the system is a Think Tank, even. It doesn't sound right to you, but you have some money to burn. You give it a shot and lose big on 8 trips to Vegas using the system. Is it time to co conclude you should ignore your expectations that the system is not right, and ignore the 8 failed trips as just bad luck....?
That's some interesting data. About a third of characters who have early opportunities to take feats do so. That seems pretty solid to me.
I think this thread is generating some heightened tension because those of us who favor broader character customization options don't want to see this data as a reason to take the game in the opposite direction. The question the data can't answer is how many players would take feats (or a similar customization option) if they were designed differently, or if ASI's weren't the required cost to do so.
Danggit. Now I wish I'd taken that feat instead of the ASI for my halfling moon druid.the non-variant human is a Circle of the Moon druid, who thought it was a better choice to take Savage Attacker than an ASI since he spends most of his on-screen time in beast form, and doesn't cast all that many offensive spells.
Yes. It took character build from a rules-mongering concept ignored by most reasonable players to a core concept without which your character would likely be unplayable.
In 0-1-(early)2e I'd agree here. But for later 2e and in particular 3e I'd say that it's far too possible to end up with an unplayable or only marginally playable character if you don't pay more attention to the build than you should really have to. I usually design my characters around a concept (fluff) rather than mechanics (crunch), and this became a trap in 3e: two of my three main characters were thus mechanically rather gimped, while with the third I by sheer luck stumbled on to the winning formula in 3e which is specialize, specialize, specialize.Ok, so now we can probably come up with a statement that we both can agree:
People have always been making "character builds" in DnD.
The good news is that you dont need a "character build" to make a playable character and never have had to.
In 0-1-(early)2e I'd agree here. But for later 2e and in particular 3e I'd say that it's far too possible to end up with an unplayable or only marginally playable character if you don't pay more attention to the build than you should really have to. I usually design my characters around a concept (fluff) rather than mechanics (crunch), and this became a trap in 3e: two of my three main characters were thus mechanically rather gimped, while with the third I by sheer luck stumbled on to the winning formula in 3e which is specialize, specialize, specialize.
That doesn't seem like a smart play. I'd be giving my foes an extra attack, and forcing my allies to use prepared actions every round, just for me to gain advantage (and reduce their speed by half) on a success. That...just doesn't seem as helpful as just a simple ASI to my strength. Which would help with knocking things down if the circumstances call for it...and hitting them, and damaging them, and strength saves, and lifting stuff, and attempting feats of strength like raising portcullis, etc...
Well, part of your complaint was that your ranged companions didn't appreciate you imposing disadvantage on them by knocking their target prone.
My assumption from that was that they were going to shoot it regardless. So them using a readied action to avoid disadvantage hardly seems a great cost.
Like I said, is maybe taking an extra hit to impose disadvantage on the downed foe, slow it down, & avoid hindering your ranged friends worth it? Maybe/maybe not. It's always situational. So I don't think you can simply say it's not smart play.
If playing in a group that uses the Feats option, then a series of things a PC might try is disallowed during the game because those things are covered by feat rules. For example, if you want to try and shield bash someone down on the backswing of your hammer blow as a sort of athletics trick, you might be allowed to try that every once in a while under appropriate circumstances in a game without feats. However, in a game with feats that mechanic is covered by the Shield Mastery feat, and if you didn't select that feat then you cannot try it because you'd be stepping on the toes of those who did spend that precious resource to get that feat (or the opportunity cost of the feat at least). And that example can be applied, situationally, to most feats.
Assuming you disagree, why does your logic not apply to other optional rules in the game? There is an optional rule to have short rests be only 5 minutes instead of 1 hour, and an optional rule for Facing rules as well. Why are you not arguing each PC gets the choice to use those optional rules?