Idk I think the article is very, very, strongly biased toward munchkin play, and I just won't ever care if options are a bad thing in the hands of a munchkin. It's only a problem if a normal player/table can reasonably be expected to break the game with it.
Brawny would be great for someone trying to make a grappler character. Especially with an enlarged Goliath Barbarian. "Hurdeedur! I can throw dragons and still do my taxes!"
I like the majority of these feats as there aren't enough feats already that grant attribute bonuses as it is. Arcanist is really nice for the free detect magic once per day. Brawny I would like to know if it stacks with Goliaths Powerful Build, would make for some really fun grapple opportunities. Medic as mentioned before seems super useful for prolonged periods without a long rest. Menacing is just chock full of flavor, I can see roaring at a enemy and causing them to cower in fear. Quick fingered- is the advantage here being able to plant or take something as a bonus action rather than a full action? Silver tongued seems really powerful, as long as they fail the contest you can have advantage and avoid OAs, yes please.
My guess is that Powerful Build and Brawny wouldn't stack, as most things that add or multiply the same ability (especially where skills are concerned) don't stack.
Also, think about the wording of both. "You count as one size larger" means that you count as one size larger than you actually are. So both are increasing your size from medium to large. Now, the Barbarian's Bear Aspect of the Beast feature DOES stack with either of these, because it says that it doubles your carry capacity, not that it increases your size (already ruled on by Jeremy Crawford).
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Idk I think the article is very, very, strongly biased toward munchkin play, and I just won't ever care if options are a bad thing in the hands of a munchkin. It's only a problem if a normal player/table can reasonably be expected to break the game with it.
I agree. Several of the feats just seem to add to power creep, or stealing the bard/rogue thunder
I think this is the first set of rules that I would just straight out ban.
So is no one else bothered by the fact that stealthy would let you pass inches in front of someone? I'm envisioning a guard in a well lit hallway and someone just walking across. I guess I just don't see it as necessary, and not the style of play I want at my table.
Some of the other feats also seem to be supporting more of a "I win" button to certain builds as well.
Idk I think the article is very, very, strongly biased toward munchkin play, and I just won't ever care if options are a bad thing in the hands of a munchkin. It's only a problem if a normal player/table can reasonably be expected to break the game with it.
I agree. Several of the feats just seem to add to power creep, or stealing the bard/rogue thunder
I think this is the first set of rules that I would just straight out ban.
Huh. My point was actually that these feats are mostly just in need of a little wording refinement, because they are only going to get weird or cause problems in very munchkin-y tables, or in very, very, edge-case circumstances. The Charm one needs to clarify that attacking the target breaks charm, and some stuff like that.
My feedback will probably also be including that I would rather they look like Athelete, with a stat boost and replace double proficiency with specific benefits, but at the same time, I want there to be general proliferation of the ability to get double prof in your specialty. I don't think that should be unique to any class or classes, that should be a system wide thing.
You know something awesome I realized about these, is that they don't even have to be the end all be all of giving expertise either- you could have alternative versions of each of these (with different names) where only the third bullet is changed for a different benefit, or maybe mix up the ability score and skills-
Imagine "Intimidating Physique" with a point of strength, prof/expertise in intimidation, and some third benefit relating to the more physical style of intimidation, or maybe to convert something Wandering Swordmages got in 4e to 5e sensibilities "The People's History" for +1 Wisdom, prof/expertise in history, and some benefit relating to your wisdom-oriented take on history. There's just so much room for neat skill/feats when you combine this concept with that free-association-ability-skill variant in the DMG.
They also make decent rewards, especially in a game where feats aren't normally a thing- certain achievements could reward these almost like titles, to naturally reinforce the group member's specialization.
So is no one else bothered by the fact that stealthy would let you pass inches in front of someone? I'm envisioning a guard in a well lit hallway and someone just walking across. I guess I just don't see it as necessary, and not the style of play I want at my table.
Some of the other feats also seem to be supporting more of a "I win" button to certain builds as well.
This is where the not so nice part of me wants to say "Don't be stupid". No rule, feat, or die roll replaces common sense at the table. The Sneaky feat will not allow a character to casually step out from a room (hidden), cross the hall, and enter another room (hidden) and not be see if there is someone standing in the hall watching. The idea is it allows someone to sneak across the hall, behind the guards back and not get noticed.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Eggplantian has it. If you're almost guaranteed to succeed at something, you probably don't need to roll. If you're almost guaranteed to fail, you also probably don't need to roll. And, you can apply that idea to a lot of other things beyond just rolls.
So is no one else bothered by the fact that stealthy would let you pass inches in front of someone? I'm envisioning a guard in a well lit hallway and someone just walking across. I guess I just don't see it as necessary, and not the style of play I want at my table.
Some of the other feats also seem to be supporting more of a "I win" button to certain builds as well.
This is where the not so nice part of me wants to say "Don't be stupid". No rule, feat, or die roll replaces common sense at the table. The Sneaky feat will not allow a character to casually step out from a room (hidden), cross the hall, and enter another room (hidden) and not be see if there is someone standing in the hall watching. The idea is it allows someone to sneak across the hall, behind the guards back and not get noticed.
RIght. Or, in their peripheral vision but to quick for them to be sure they saw anything, etc.
but at the same time, the vague wording allows for more "beyond the mundanely possible", without spells, for groups that dig that. Which is great. I want characters who aren't magic to be able to exceed what is IRL possible, and walk through a hall at exactly the moment the guard sneezes, or tumble past in a literal blink, as in exactly as the guard blinks, which is basically "plot magic/protagonist's luck".
My only issue with Stealthy is, if the guard isn't facing the sneaker...why would I need a feat to sneak past?
Edit: I wasn't done.
Like...what does this feat do, if it doesn't do a "supernatural" thing? Why on Midgard would a character not be able to cross a courtyard unseen just because there is a guy in line of site....facing away from the character?
The way I understand it, the feat stealthy make you invisible for 10 feet. Only for 10 feet, and the starting and final positions must be hidden. I do not see how this break the game.
It definately doesn't break the game, even if you play it entirely as written.
And I for one want there to be ways for "mundane" characters to go well beyond the maximum of real life human capability without explicitly useing magic, as such. The stuff that tall tale heroes do, should be possible in DnD, with fighters and rogues.
So is no one else bothered by the fact that stealthy would let you pass inches in front of someone? I'm envisioning a guard in a well lit hallway and someone just walking across. I guess I just don't see it as necessary, and not the style of play I want at my table.
Some of the other feats also seem to be supporting more of a "I win" button to certain builds as well.
This is where the not so nice part of me wants to say "Don't be stupid". No rule, feat, or die roll replaces common sense at the table. The Sneaky feat will not allow a character to casually step out from a room (hidden), cross the hall, and enter another room (hidden) and not be see if there is someone standing in the hall watching. The idea is it allows someone to sneak across the hall, behind the guards back and not get noticed.
RIght. Or, in their peripheral vision but to quick for them to be sure they saw anything, etc.
but at the same time, the vague wording allows for more "beyond the mundanely possible", without spells, for groups that dig that. Which is great. I want characters who aren't magic to be able to exceed what is IRL possible, and walk through a hall at exactly the moment the guard sneezes, or tumble past in a literal blink, as in exactly as the guard blinks, which is basically "plot magic/protagonist's luck".
If I want to allow "beyond normal" in a game, I can always allow it.
If I don't want to allow it, this feat makes it an issue with people that will scream bloody murder if you don't allow everything in the book.
It's easier for a DM to add things they think are cool than to take away that they done like, or that would harm storytelling. I want to run a world that is more-or-less-normal with magic added.
My advice to you for any player that screams bloody murder about anything is to invoke rule #2 of RPGs ... Thou art not the GM of this game. If you don't like how I run my game you are free to go start your own game and run it any old WRONG way you want to.
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
My advice to you for any player that screams bloody murder about anything is to invoke rule #2 of RPGs ... Thou art not the GM of this game. If you don't like how I run my game you are free to go start your own game and run it any old WRONG way you want to.
Not a big issue in a home game, where I have a handful of house rules.
AL public game? No house rules allowed. And if you don't think some of those people wouldn't raise a stink you haven't judged some of the tables I have.
To me the wording is clear though. There's no limitation other than 10 feet or less. I'm pretty flexible when it comes to stealth. I want my players to have fun and let them take advantage of their builds.
I guess stealth (and a couple other feats) just feel like they're trying to codify something that should not be codified.
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
Okay, then let's discuss these feats and some of the real problems they perpetuate. The fact that skills are tied to abilities is an inherent flaw in the skill system. One that these feats compounds upon. So the first major problem with all of these eats is they arbitrarily increase an ability score. I see no reason why I couldn't argue that being stealthy is less a function of dexterity and more a function of intelligence or wisdom. Also all of the complaints voiced seem to be about what could happen. Shouldn't there be a fair amount of play testing done before we start throwing out the gloom and doom of what a minority amount of jack wagon players may or may not do?
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As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
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Idk I think the article is very, very, strongly biased toward munchkin play, and I just won't ever care if options are a bad thing in the hands of a munchkin. It's only a problem if a normal player/table can reasonably be expected to break the game with it.
We do bones, motherf***ker!
Also, think about the wording of both. "You count as one size larger" means that you count as one size larger than you actually are. So both are increasing your size from medium to large. Now, the Barbarian's Bear Aspect of the Beast feature DOES stack with either of these, because it says that it doubles your carry capacity, not that it increases your size (already ruled on by Jeremy Crawford).
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
So is no one else bothered by the fact that stealthy would let you pass inches in front of someone? I'm envisioning a guard in a well lit hallway and someone just walking across. I guess I just don't see it as necessary, and not the style of play I want at my table.
Some of the other feats also seem to be supporting more of a "I win" button to certain builds as well.
We do bones, motherf***ker!
You know something awesome I realized about these, is that they don't even have to be the end all be all of giving expertise either- you could have alternative versions of each of these (with different names) where only the third bullet is changed for a different benefit, or maybe mix up the ability score and skills-
Imagine "Intimidating Physique" with a point of strength, prof/expertise in intimidation, and some third benefit relating to the more physical style of intimidation, or maybe to convert something Wandering Swordmages got in 4e to 5e sensibilities "The People's History" for +1 Wisdom, prof/expertise in history, and some benefit relating to your wisdom-oriented take on history. There's just so much room for neat skill/feats when you combine this concept with that free-association-ability-skill variant in the DMG.
They also make decent rewards, especially in a game where feats aren't normally a thing- certain achievements could reward these almost like titles, to naturally reinforce the group member's specialization.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Eggplantian has it. If you're almost guaranteed to succeed at something, you probably don't need to roll. If you're almost guaranteed to fail, you also probably don't need to roll. And, you can apply that idea to a lot of other things beyond just rolls.
We do bones, motherf***ker!
My only issue with Stealthy is, if the guard isn't facing the sneaker...why would I need a feat to sneak past?
Edit: I wasn't done.
Like...what does this feat do, if it doesn't do a "supernatural" thing? Why on Midgard would a character not be able to cross a courtyard unseen just because there is a guy in line of site....facing away from the character?
We do bones, motherf***ker!
The way I understand it, the feat stealthy make you invisible for 10 feet. Only for 10 feet, and the starting and final positions must be hidden. I do not see how this break the game.
It definately doesn't break the game, even if you play it entirely as written.
And I for one want there to be ways for "mundane" characters to go well beyond the maximum of real life human capability without explicitly useing magic, as such. The stuff that tall tale heroes do, should be possible in DnD, with fighters and rogues.
We do bones, motherf***ker!
Oops ..
Viking,
My advice to you for any player that screams bloody murder about anything is to invoke rule #2 of RPGs ... Thou art not the GM of this game. If you don't like how I run my game you are free to go start your own game and run it any old WRONG way you want to.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Well then you really have nothing to worry about since UA material isn't allowed at AL games.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
Hmm. let's see my favorites.
All- Double proficiency if already proficient. Nice touch, so now only bards and rogues can get screwed over.
Brawny- *2 carry capacity. Hmm i wonder if my STR 29 Orc barbarian (Bear totem) can carry the entire party yet?
Medic- Full HP guaranteed from a hit dice. Probably useful if said barbarian forgets to get the durable feat.
Menacing- Wow... So many things availibe, and the fighter can make a grapple check, this, shoving someone, and still use the sword.
Stealthy- "So these invisible things i have can stay if i move now?"- Irthos Darkblade
Religion, Nature and arcana feats- Touché on getting some spells. It's like a tiny touch of cleric, druid and wizard with each.
I'm that cat guy, and i do stuff. Youtube account: https://www.youtube.com/channel/UCGyrtkNMBOOCxyH4Eueno3w
Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
The purpose of the UA articles is feedback and discussion before official publication.
Okay, then let's discuss these feats and some of the real problems they perpetuate. The fact that skills are tied to abilities is an inherent flaw in the skill system. One that these feats compounds upon. So the first major problem with all of these eats is they arbitrarily increase an ability score. I see no reason why I couldn't argue that being stealthy is less a function of dexterity and more a function of intelligence or wisdom. Also all of the complaints voiced seem to be about what could happen. Shouldn't there be a fair amount of play testing done before we start throwing out the gloom and doom of what a minority amount of jack wagon players may or may not do?
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!