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I addressed earlier that I'm not talking about optimized builds.
Currently, there are a small handful of feats that are so ridiculously good in comparison to the rest that (in my anecdotal experience) the people who choose feats usually stick with those few.
Even people who don't care about...
I'm less concerned with boring choices that are valid than I am choices that are fun but kinda suck.
I think most people (including myself) are willing sacrifice some amount of +N to get something we would have more fun with. However, I don't believe the game should be built around needing to...
I agree that the game is functional.
It remains functional without feats.
The questions are
1) whether or not it is worthwhile to forgo an ability score increase to choose a feat
2) and is that true for 75 of them?
Also, as the conversation has progressed:
1) Will the leveled feats mean...
Anecdotally, it has been an issue at most Adventurer's League sessions I've attended and in many groups containing newer players who get disgruntled.
It's not nearly the disparity that I've seen in 3rd Edition, Pathfinder, or other games with a focus on vertical advancement, but it still...
I like horizontal advancement and prefer rpgs built around that. (Some of my favorites have no classes at all.)
That doesn't tend to be how contemporary D&D is built.
An example would be 3 feat choices -at the expense of ability advancement- meaning that spell save DCs, saves to resist enemy...
Fuzzy? Sure
Though, I imagine that effectively taking a -1 to to everything my character should be good at (possibly multiple times) falls somewhere in YNt ballpark of inadequacy.
Thinking more...
Instead of trying to balance feats against ability score increases, this is what I would do:
Have ability score increases be attached to levels or tiers of play, similar to how they were built into 4E's leveling.
Remove all +N Ability feats. Feat selection occurs at the...
Certainly, there should be choices that appeal to other players.
At the same time, players who want those choices shouldn't be required to hamstring their character to get them.
The game is structured in a way that characters are expected to have a certain level of ability by a certain point...
No, I don't.
Dividing 75 by 3 choices (assuming backgrounds with feats,) I would need to play 25 characters to 11th level. How long does. When D&D was my primary game, it took the usual group about a year of sessions to reach level 20, so let's say 6 months for level 11. It would take about 12...
Personally, I've found that Greyhawk strikes a good balance between giving me information and also leaving blank spaces on the map to make it my own.
Greyhawk also tends to be built around a playstyle and aesthetic that I enjoy more.