It maybe isn't the strongest but I prefer it to the 3000 feat system of 3.5e.
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1, Feats required for a build. 2. Max primary stat 3. Useful feats 4. Increase secondary stats 5. Novelty feats In my games, I give my players a free feat at either level 1 or level 4, since otherwise they might not take any feats until long after the campaign ends.
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Especially if you are a caster. Spell DCs and all that. I kinda wonder if maybe instead they were most like previous editions where you get sone periodic feats optionally. I think they are well done and interesting but having to choose between them and stats is... hard
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I hate having to choose between staticical power and something that is just interesting and adds versatility.
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Everyone always takes one feat... “warcaster”
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Feats are what caused the kind of explosive complexity you saw in 3E so I'm glad they've been de-emphasized a lot. Still, it'd be nice to have more available as options.
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Whish there we some more. The tal'dorei guide had some cool ones
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Feats feel more versatile to me. You have a lot of creativity with most of them.
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Depends on my class. If I'm playing a fighter, barb, or paladin, or other class I'm using more for combat, I'll to tend take the score improvement unless my initial rolls were very good. Otherwise I'll take a feat
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@mephit_man I miss monkey gripThanks. Twitter will use this to make your timeline better. UndoUndo
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5e is really more about knowing which feats will work with your character. Mobile would be great for a rogue like Diath; become a guerrilla fighter and stab an enemy (maybe twice) before dancing out of their reach (and behind Eveline).
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I tend to like the idea of feats; put it like this: It’s more unique to say “my experiences made me into a leader” than “I’m now slightly better at strengthing”. But I’m still lvl 3 so I don’t really have any feats...
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The only campaign I've had that's lasted long enough to have to deal with this I took the score improvement, but that's because paladins didn't have any feats that looked appealing to me
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Shield Mastery is great! Cool flavor, gives you something to do with your bonus action other than spending spell slots on smite spells, and gives you (and other melees) advantage on your attacks rolls. Crit fishing ahoy!
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there are some feats that for some class/weapon/subclass feel kinda mandatory because of how much gain they are for them...but having very few feats during the entire 20 levels and taking the entire package of it doesn't leave a lot of freedom
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As much DnD that I've played I've never used feats. My group has only ever played 5th and we never really looked into them. I'll have to check them ouy
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I'd like to take feats, but my class rarely has a use for them compared to modifiers.
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Customization in general is a bit lacking in 5e. If they didn't have the new paths/subclasses from Unearthed/ w/e that new book is... there would be little wiggle room.
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I think it largely depends on what you play. For a Rogue? Nothing super interesting. But if you're playing a 2H weapon brawler/ranged attacker, stuff like Great Weapon Master/Sharpshooter are game-changers.
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