D&D 5E (2014) Why Should I Allow Feats

I always find the "why should I allow _______" questions very odd in forums. We're really not the ones you should be asking. It's your players whom you should be asking.

Now, we can all give generalized responses about the customization offered by feats, multiclassing, or any other optional feature. However, none of our responses are necessarily going to reflect what you would hear from your players.

Additionally, customization can be had within a single class by asking one's DM about switching class or subclass features. And there's always multiclassing, if you allow it. Plus, you could evaluate allowing characters to pick up things from other classes through downtime training; I have done that in the past and plan to use it again in the future.
 

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I'd tweak the monsters instead. If they're not challenging enough as written, make them more challenging. Increase their Dexterity, maximize their HP, give them a natural AC bonus or maybe use guerilla/spell-boosted tactics of their own. There's a lot you can do without significantly boosting the CR level. Or if they are over-powered for their level, throw them against encounters abover their level. I generally figure a 60%-65%chance of survival is a good norm for encounters. You may have to guess/estimate for a bit, but you will quickly zero in on what challenges your players.
 

The problem with upping AC and Dex of monsters is that it actually makes the -5/+10 feats more mechanically appealing mathematically and increases the power of the players who took those feats over those who didn't. If you need basically need a natural crit to hit anyway using the power attack feature is pretty much a no brainer. (Mathy and RAW types feel free to correct me if I am missing something.)

That said, generally that seems like a good approach especially if the players are grabbing those feats anyway and want to play like that. Although figuring out tactics that exploit weaknesses in the parties composition might be a way to go too. I realize that some find that approach too meta especially if a substantial number of encounters start relying on the same opposition tactics over and over.
 

Feats are far more intense in this edition than previous ones. I would say they give more bang for the buck than other customization options.
I would recommend using custom monsters and encounters if you use such options. You can have targets with astronomically high ac or HP now. Try them out! Also consider getting rid of +n arrows and bless.
 

+13 + bless ~= +16 to hit. With the -5 for sharpshooter, that's +11. +11 to hit against CR12ish monsters is likely to hit, but not likely to hit all the time. On higher-AC targets, you might well do more damage without the -5/+10.
 

Well, if these combinations are the "obvious thing to do that everyone has them" make it so that everyone has them. Have some orc berserkers with the GW Master and GW fighting attack the players with a shaman or two to drop faerie fire for advantage. Throw in some archers with the sharpshooter feat too.

Let the players feel some pain too. It never hurts to level the playing field a bit. maybe they'll come to realize that the feats are a bit much too. I like the idea of dropping the -5/+10 for the +1 ability score idea.
 

Its hard work on the part of the DM to cater for min maxers in this edition due to bounded accuracy, and Zard is questioning why he should be putting time and effort into fixing the game. I agree with him, the game breaks down once you hit level 10+ with min maxing groups - not even powergamers. I'm going through the same thing but for different reasons (monsters struggling against high DCs).
Honestly the game would be fine if they had a baseline that catered for normal gaming groups, but actually considered power gaming groups as well in their encounter building guidelines at the top end.

If I were you Zard I wouldn't ban feats, but house rule anything that breaks bounded accuracy.
Bless only helps with saves.
All magic weapons are +0.
Croswbow Expert should just allow reloads, nothing more.
Sharpshooter does not ignore cover and is -5/+5.
GWM is -5/+5.
Give all monsters 25% more hitpoints, and solo monsters max hitpoints.
Faery Fire level 2.
Subsequent saving throws to end effects could have a +2 or +5 accumulating bonus. Personally though Id just make monsters have more points so they last longer.
 


You could also try altering those feats by changing the -5 and +10. Maybe make it a -5/+5. You could also make it scalable. Something like a -1/+1 for every four levels.
 


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