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What I Learned From Creating 30 D&D Next Characters
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<blockquote data-quote="koga305" data-source="post: 6282711" data-attributes="member: 6747640"><p>Li Shenron, you make some good points. I suppose choosing complementary backgrounds to your class in order to gain your choice of skills is effectively the same as creating a custom background with the skills you want. Might be nice to see it made more explicit, though.</p><p></p><p>I disagree that the basic approach to feats doesn't work. There are some problematic ones - Stealthy, Athletic, most of the spellcasting feats - but in general, I really like the approach that choosing a feat is like choosing something to specialize in. Balancing it against an ASI is a pretty good approach, because it makes feats optional. I suppose one could argue that certain feats are overpowered (Great Weapon Master) and some aren't powerful enough (Charger), but I think that's more a matter of tweaking numbers and abilities.</p><p>Building these characters has shown that just one feat choice can <strong>really</strong> differentiate characters. Thrown Weapon Master, for example, makes <em>The Jester</em> feel like a tricksy badass, while Great Weapon Master really helps <em>T</em><em>he</em> <em>Giant Killer</em> build toward. Even the ability score increases have been pretty effective - the difference between 17/15 Strength/Constitution and 18/16 on <em>The Berserker</em> will definitely be felt. With a bunch of small feats and smaller ASIs, I don't think we'd see that kind of character definition.</p></blockquote><p></p>
[QUOTE="koga305, post: 6282711, member: 6747640"] Li Shenron, you make some good points. I suppose choosing complementary backgrounds to your class in order to gain your choice of skills is effectively the same as creating a custom background with the skills you want. Might be nice to see it made more explicit, though. I disagree that the basic approach to feats doesn't work. There are some problematic ones - Stealthy, Athletic, most of the spellcasting feats - but in general, I really like the approach that choosing a feat is like choosing something to specialize in. Balancing it against an ASI is a pretty good approach, because it makes feats optional. I suppose one could argue that certain feats are overpowered (Great Weapon Master) and some aren't powerful enough (Charger), but I think that's more a matter of tweaking numbers and abilities. Building these characters has shown that just one feat choice can [B]really[/B] differentiate characters. Thrown Weapon Master, for example, makes [I]The Jester[/I] feel like a tricksy badass, while Great Weapon Master really helps [I]T[/I][I]he[/I] [I]Giant Killer[/I] build toward. Even the ability score increases have been pretty effective - the difference between 17/15 Strength/Constitution and 18/16 on [I]The Berserker[/I] will definitely be felt. With a bunch of small feats and smaller ASIs, I don't think we'd see that kind of character definition. [/QUOTE]
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