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General Tabletop Discussion
*Dungeons & Dragons
Which feats shouldn't be feats
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<blockquote data-quote="cmbarona" data-source="post: 6111132" data-attributes="member: 71281"><p>I've been a long-time advocate for splitting combat abilities and non-combat abilities (some split that into exploration and social) into different resource pools. Before deciding which feats should or should not be feats, I would probably start there. Perhaps your class could determine your ability to pick these, or you could choose priorities. When D&DN began, I thought they were leaning this way with Backgrounds on one side and Specialties on another, so I'm sad to see a step in the opposite direction.</p><p></p><p>Also, I lean toward the preference that feats let you do unique things rather than offering a simple mechanical benefit. Although take-ten on Stealth rolls is really nice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="cmbarona, post: 6111132, member: 71281"] I've been a long-time advocate for splitting combat abilities and non-combat abilities (some split that into exploration and social) into different resource pools. Before deciding which feats should or should not be feats, I would probably start there. Perhaps your class could determine your ability to pick these, or you could choose priorities. When D&DN began, I thought they were leaning this way with Backgrounds on one side and Specialties on another, so I'm sad to see a step in the opposite direction. Also, I lean toward the preference that feats let you do unique things rather than offering a simple mechanical benefit. Although take-ten on Stealth rolls is really nice. :-) [/QUOTE]
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Which feats shouldn't be feats
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