D&D 5E What I Learned From Creating 30 D&D Next Characters

Really, the problems with feats all stem from the decision of having mega-feats, and that in turns really only stems from the problem that a minority of gamers have with odd ability scores (thus complain that a +1 to an ability score sometimes have no immediate tangible benefits). Making feats optional was a great idea...

The criticism that odd ability scores are useless is absolutely valid. A solution would have been to make them useful. Like basing extra languages on odd Int and extra AC on odd Dex.
 

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They are all more complex than the single proficiency, since they always grant more than just that.

It's a + 1 to a Stat and 4 proficiencies. More complex, sure. But not complex.

If + 1 to two stats is a 1 on the (1 to 10) complexity scale, I'd put the proficiency feats at a 2 or 3.
 

It's a + 1 to a Stat and 4 proficiencies. More complex, sure. But not complex.

If + 1 to two stats is a 1 on the (1 to 10) complexity scale, I'd put the proficiency feats at a 2 or 3.

What kind of scale? If the currently most complex feat is 10 on the complexity scale, most feats which currently grant proficiency in weapons could be a 9 or 10, since they all add abilities you have to keep memory of. Other proficiency feats such as Loremaster or Alert are less complex because they mostly grant "write (on character sheet) and forget" benefits, but still have 3 different benefits, and sometimes you even have to choose them. This is lesser complexity, but still complexity.

Anyway, my main main point is:

- people who hate feats probably do so for various possible reasons. Maybe the most common are a) fiddly bits i.e. small benefits that aren't significant enough, b) more things to keep track of (i.e. added complexity)

- having the option of learning new things during the campaign is quite natural for the game, and yet currently there is no easy way to gain new proficiencies. If you want a new proficiency, you have to take it through a feat or (yikes!) multiclassing. That means A LOT of extra baggage, when all you want is just 1 more skill or 1 more weapon!

- that means people who hate feats, if they ever wish to get 1 more proficiency after level 1, they will have to take a feat, which now has even more fiddly bits and things to track of than in previous editions...

I'm just saying that if feats were same "size" as in previous editions, this would not be a problem. A player could at some point choose a feat OR a +1 to an ability score OR a new proficiency. The player who hates feats would not need to take any unwanted fiddly bit or whatever, but could still get just that extra proficiency she's looking for.
 

Koga, I was reading this quickly. Do you have a link to your character sheets or stats?
I will pit them against the current monsters in the bestiary to see how they perform.

kira3696.tripod.com
two 5th edition black dragons facing off
 

Koga, I was reading this quickly. Do you have a link to your character sheets or stats?
I will pit them against the current monsters in the bestiary to see how they perform.

kira3696.tripod.com
two 5th edition black dragons facing off
I'm sorry, the thread title is a bit of a misnomer. I'm not done with them yet; it may be a few weeks.
 

- having the option of learning new things during the campaign is quite natural for the game, and yet currently there is no easy way to gain new proficiencies. If you want a new proficiency, you have to take it through a feat or (yikes!) multiclassing. That means A LOT of extra baggage, when all you want is just 1 more skill or 1 more weapon!
According to Mike Mearls, you can get new proficiencies through the downtime rules. Of course, that was like a year ago, so we don't know if that's even still a thing.
 

According to Mike Mearls, you can get new proficiencies through the downtime rules. Of course, that was like a year ago, so we don't know if that's even still a thing.

That could be a way to fix the problem, although it would mean a disparity between a character in a game using the downtime system and another in a game that doesn't use it.
 

That could be a way to fix the problem, although it would mean a disparity between a character in a game using the downtime system and another in a game that doesn't use it.
You could say the same thing about a high-magic campaign and a low-magic campaign. I think it's inevitable with some of the "DM optional" parts of D&D Next.
 

Downtime proficiencies only creates a meaningful disparity (and threatens the class-based design in general) if you can get certain types of proficiencies. Weapons, armor, skills, and saves to be exact. Those are part of character balance.

On the other hand, if you can learn only tools* and languages, it works out all right. That's the version that I support.

Because, why the heck wouldn't you take the time to learn all the best skills (perception, stealth, etc) if it were possible? Saves? You betcha!

On the other hand, carpenter's tools and orcish might come into play, but its not worth it for the average character to spend down time on unless one of those is known to be important for an upcoming campaign event. The whole party might take a while to learn orcish if they planning on going into orc lands, for example. No problem.

*With the single exception of thieves' tools, which is currently too much of an adventuring resource to be like the other tool proficiencies.
 

Downtime proficiencies only creates a meaningful disparity (and threatens the class-based design in general) if you can get certain types of proficiencies. Weapons, armor, skills, and saves to be exact. Those are part of character balance.

On the other hand, if you can learn only tools* and languages, it works out all right. That's the version that I support.

Because, why the heck wouldn't you take the time to learn all the best skills (perception, stealth, etc) if it were possible? Saves? You betcha!
I can only assume it costs XP or money, or something like you can only learn one thing per character level. Obviously, if you can learn whatever you want, you can just start the first session like "OK, we spend 3 years becoming trained in all skills, then we start adventuring."
 

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