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[UPDATED] Most D&D Players Prefer Humans - Without Feats!
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<blockquote data-quote="iserith" data-source="post: 7736512" data-attributes="member: 97077"><p>For my part, as an experienced DM, I treat the optional feat rules the same way I treat the optional encumbrance and resting rules: Certain styles of campaigns need some rules tweaks to achieve the desired aesthetic and difficulty. For example, when I run dungeon one-shots, I always use the encumbrance rules because part of the challenge of a dungeon in my view is making choices between what you carry in and what you carry out. I don't use them in wilderness or city games because that consideration is not all that important in the situations that will come up in those kinds of games. </p><p></p><p>If I want a blood-soaked game full of carnage and heroic endurance (especially if time is short in the adventure), I use the Epic Heroism resting variant. For my current campaign, I needed something to make faction membership more desirable, so I implemented the renown rules and give access to feats for joining. The feats set apart those who don't join factions and those who do and the specific feats that a faction grants reinforce what that faction is about. </p><p></p><p>I imagine this is what the designers meant when they referred to the "dials" in the playtest - tune them to get the right feel for your campaign. Including feats in every campaign and one-shot I run doesn't make a lot of sense to me, just like putting encumbrance and resting variants for every campaign would be odd. These optional rules won't always fit the aesthetic and difficulty I'm going for.</p><p></p><p>For those including feats in every campaign and one-shot you run, what is this doing to help achieve your desired aesthetic? I believe it's worth thinking about, even if you don't ultimately change your position.</p></blockquote><p></p>
[QUOTE="iserith, post: 7736512, member: 97077"] For my part, as an experienced DM, I treat the optional feat rules the same way I treat the optional encumbrance and resting rules: Certain styles of campaigns need some rules tweaks to achieve the desired aesthetic and difficulty. For example, when I run dungeon one-shots, I always use the encumbrance rules because part of the challenge of a dungeon in my view is making choices between what you carry in and what you carry out. I don't use them in wilderness or city games because that consideration is not all that important in the situations that will come up in those kinds of games. If I want a blood-soaked game full of carnage and heroic endurance (especially if time is short in the adventure), I use the Epic Heroism resting variant. For my current campaign, I needed something to make faction membership more desirable, so I implemented the renown rules and give access to feats for joining. The feats set apart those who don't join factions and those who do and the specific feats that a faction grants reinforce what that faction is about. I imagine this is what the designers meant when they referred to the "dials" in the playtest - tune them to get the right feel for your campaign. Including feats in every campaign and one-shot I run doesn't make a lot of sense to me, just like putting encumbrance and resting variants for every campaign would be odd. These optional rules won't always fit the aesthetic and difficulty I'm going for. For those including feats in every campaign and one-shot you run, what is this doing to help achieve your desired aesthetic? I believe it's worth thinking about, even if you don't ultimately change your position. [/QUOTE]
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[UPDATED] Most D&D Players Prefer Humans - Without Feats!
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