I've not participated in one. I imagine it would be an attempt to control powerbuilding - fewer options, less opportunity for it. It's also easier to account for party power level - when you only have the races, classes and ASIs to worry about, you can more tightly control what's happening.
I've never bothered. Feats have always been on offer (apart from my first adventure because we didn't have books with feats in), and only once has someone taken a feat over an ASI, and it didn't break anything. I've even thrown free feats at the party (small party, and I prefer giving their characters power boosts to either adding characters to the party or toning down the opposition). However, I can see why some DMs might ban them, even if I'm not of the same mindset.
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I'm in a campaign like that. It's fine, you just get ASIs instead. The campaign in general is pretty stripped-down 5e based on the Basic Rules with a DM most familiar with the early editions. Makes for somewhat simpler characters but it's not really that different.
First campaign I was in our DM forbade feats. HE said it was due to not wanting us to get too overwhelmed with options and ideas (we were all new) I can see a DM disallowing them for a number of reasons, though, power creep being foremost. While they certainty can aid in customizing=g a character, they can really shift the balance of party power and feelings of usefulness if handled poorly.
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So just curious, has anyone participated in a campaign where the DM forbade Feats? If so, what prompted that decision and what was the game like?
They are optional, after all...
I've not participated in one. I imagine it would be an attempt to control powerbuilding - fewer options, less opportunity for it. It's also easier to account for party power level - when you only have the races, classes and ASIs to worry about, you can more tightly control what's happening.
I've never bothered. Feats have always been on offer (apart from my first adventure because we didn't have books with feats in), and only once has someone taken a feat over an ASI, and it didn't break anything. I've even thrown free feats at the party (small party, and I prefer giving their characters power boosts to either adding characters to the party or toning down the opposition). However, I can see why some DMs might ban them, even if I'm not of the same mindset.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I'm in a campaign like that. It's fine, you just get ASIs instead. The campaign in general is pretty stripped-down 5e based on the Basic Rules with a DM most familiar with the early editions. Makes for somewhat simpler characters but it's not really that different.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
First campaign I was in our DM forbade feats. HE said it was due to not wanting us to get too overwhelmed with options and ideas (we were all new) I can see a DM disallowing them for a number of reasons, though, power creep being foremost. While they certainty can aid in customizing=g a character, they can really shift the balance of party power and feelings of usefulness if handled poorly.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.