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General Tabletop Discussion
*Dungeons & Dragons
Why Should I Allow Feats
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<blockquote data-quote="transtemporal" data-source="post: 6478971" data-attributes="member: 6777693"><p>Sure, there are additional sources of accuracy, I get that. In fact, there are so many you have to wonder whether the game was designed around it being a given... </p><p></p><p>What I'm saying is that your player group has done some research and thinking about the most optimal way to negate that penalty and probably designed their party around it with people taking specific roles. Which I don't think is a bad thing if that's the kind of game you guys want to play. </p><p></p><p>If you nerf those abilities that they've optimized for, you're doing several things: 1) you're locking yourself into a cycle where every time an ability pops up that deals "too much damage" you're obliged to nerf it to bring it in line with everything else; and 2) you're sending a confusing message to your players is "optimize, but don't optimize too much or I'll nerf it".</p><p></p><p>Although I started out saying the solution wasn't in the encounter design, I think it might be. I think this can work in game too. The group would gain a reputation for accomplishing seemingly impossible feats and take on commensurately dangerous work. One dragon is a walkover? How about 4 in their lairs?</p></blockquote><p></p>
[QUOTE="transtemporal, post: 6478971, member: 6777693"] Sure, there are additional sources of accuracy, I get that. In fact, there are so many you have to wonder whether the game was designed around it being a given... What I'm saying is that your player group has done some research and thinking about the most optimal way to negate that penalty and probably designed their party around it with people taking specific roles. Which I don't think is a bad thing if that's the kind of game you guys want to play. If you nerf those abilities that they've optimized for, you're doing several things: 1) you're locking yourself into a cycle where every time an ability pops up that deals "too much damage" you're obliged to nerf it to bring it in line with everything else; and 2) you're sending a confusing message to your players is "optimize, but don't optimize too much or I'll nerf it". Although I started out saying the solution wasn't in the encounter design, I think it might be. I think this can work in game too. The group would gain a reputation for accomplishing seemingly impossible feats and take on commensurately dangerous work. One dragon is a walkover? How about 4 in their lairs? [/QUOTE]
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Why Should I Allow Feats
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