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Which feats shouldn't be feats
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<blockquote data-quote="Jeff Carlsen" data-source="post: 6106200" data-attributes="member: 61749"><p>If you're the kind of player that sits and reads the entire book before ever making a character, then it doesn't make much difference. But many of the people I play with only look at the base concept of a class and say, "I want to play that." They don't want to read the rules. They just want to make a character and play. </p><p></p><p>Feats require that you read through all your options and what they do before you can choose one. Specialties, like classes, only require that you understand their core concepts. It allows you to read and learn only a subset of of the rules that relate to your character.</p><p></p><p>In fact, in the whole of D&D, feats are the worst for this. Spells and Equipment, while chosen independently from a list, tend to be rather self descriptive.</p><p></p><p>But feats have to be learned before they can be chosen. They tend to have vague names and inconsistent mechanics. Knowing what one feat does isn't a reliable way to know what another feat does.</p><p></p><p>So, sure. If you are willing to put the work in, feats can be a great tool for character customization. I can see why some people like them. But even with years of experience playing third edition, I still dread choosing feats, especially when introducing a new player to the game.</p></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6106200, member: 61749"] If you're the kind of player that sits and reads the entire book before ever making a character, then it doesn't make much difference. But many of the people I play with only look at the base concept of a class and say, "I want to play that." They don't want to read the rules. They just want to make a character and play. Feats require that you read through all your options and what they do before you can choose one. Specialties, like classes, only require that you understand their core concepts. It allows you to read and learn only a subset of of the rules that relate to your character. In fact, in the whole of D&D, feats are the worst for this. Spells and Equipment, while chosen independently from a list, tend to be rather self descriptive. But feats have to be learned before they can be chosen. They tend to have vague names and inconsistent mechanics. Knowing what one feat does isn't a reliable way to know what another feat does. So, sure. If you are willing to put the work in, feats can be a great tool for character customization. I can see why some people like them. But even with years of experience playing third edition, I still dread choosing feats, especially when introducing a new player to the game. [/QUOTE]
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Which feats shouldn't be feats
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