Celcey
2016-06-08, 06:29 PM
Greetings Playgrounders! I, like many of you, am a fan of feats. I think they're super cool. So cool, in fact, that I like to grant my players some just for funsies, including one at first level (so no v.human in my games). However, in doing this, I realized that some feats really shouldn't be given to first level characters, because they're a little bit too OP. So that got me to finally get off my butt and create this thread. So in honor of that and this month's UA (http://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf), the goal of this thread is to put feats into categories: the very powerful ones that everyone always seems to take/promote (Sentinel, Polearm Master, Great Weapon Master), ones that are great for specific builds (War Caster, Mobile, Resilient) and ones that no one ever seems to take (Dungeon Delver, Mage Slayer, Skulker).
So I want to categorize these feats: which ones do you think are mechanically good enough to absolutely require you to give up you ASI for them, and which ones do you think are okay to be granted for RP reasons?
Actor
Alert
Athlete
Charger
Crossbow Expert
Defensive Dualist
Dual Wielder
Dungeon Delver
Durable
Elemental Adept
Grappler
Great Weapon Master
Healer
Heavily Armored
Heavy Armor Master
Inspiring Leader
Keen Mind
Lightly Armored
Linguist
Lucky
Mage Slayer
Magic Initiate
Martial Adept
Medium Armor Master
Mobile
Moderately Armored
Mounted Combatant
Observant
Polearm Master
Resilient
Ritual Caster
Savage Attacker
Sentinel
Sharpshooter
Shield Master
Skilled
Skulker
Spell Sniper
Svirfneblin Magic
Tavern Brawler
Tough
War Caster
Weapon Master
These feats are less about the crunch of battle, and therefore are less likely to break you game if the players don't have to sacrifice a ASI for them.
Actor: This is an RP heavy feat, and crunch wise, it's definitely fine to give a character just because.
Linguistics: This feat can come in super useful, but isn't really going to be game breaking, and if it fits with the character's backstory, I think this feat is a good choice.
These feats have some great fluff for them, but might have too much power in the to have the DM just give them out for free.
Tavern Brawler: This feat has a lot of cool fluff behind it that can really enhance your character, but it might be too crunchy to give out freely.
Weapon Master: This isn't too terribly OP, because it's essentially what Elves and Dwarves get, but that's already balanced into the race balance. Would this to, say, a dragonborn or gnome, be too OP if they start out with it plus all their other racial abilities?
These are feats that tend to be taken solely to increase your battle prowess, and therefore I don't think should be allowed at first level or DM gifted feats. I think these should require an ASI.
Crossbow Expert
Great Weapon Fighter
Polarm Master
Sentinel
Sharpshooter
So I want to categorize these feats: which ones do you think are mechanically good enough to absolutely require you to give up you ASI for them, and which ones do you think are okay to be granted for RP reasons?
Actor
Alert
Athlete
Charger
Crossbow Expert
Defensive Dualist
Dual Wielder
Dungeon Delver
Durable
Elemental Adept
Grappler
Great Weapon Master
Healer
Heavily Armored
Heavy Armor Master
Inspiring Leader
Keen Mind
Lightly Armored
Linguist
Lucky
Mage Slayer
Magic Initiate
Martial Adept
Medium Armor Master
Mobile
Moderately Armored
Mounted Combatant
Observant
Polearm Master
Resilient
Ritual Caster
Savage Attacker
Sentinel
Sharpshooter
Shield Master
Skilled
Skulker
Spell Sniper
Svirfneblin Magic
Tavern Brawler
Tough
War Caster
Weapon Master
These feats are less about the crunch of battle, and therefore are less likely to break you game if the players don't have to sacrifice a ASI for them.
Actor: This is an RP heavy feat, and crunch wise, it's definitely fine to give a character just because.
Linguistics: This feat can come in super useful, but isn't really going to be game breaking, and if it fits with the character's backstory, I think this feat is a good choice.
These feats have some great fluff for them, but might have too much power in the to have the DM just give them out for free.
Tavern Brawler: This feat has a lot of cool fluff behind it that can really enhance your character, but it might be too crunchy to give out freely.
Weapon Master: This isn't too terribly OP, because it's essentially what Elves and Dwarves get, but that's already balanced into the race balance. Would this to, say, a dragonborn or gnome, be too OP if they start out with it plus all their other racial abilities?
These are feats that tend to be taken solely to increase your battle prowess, and therefore I don't think should be allowed at first level or DM gifted feats. I think these should require an ASI.
Crossbow Expert
Great Weapon Fighter
Polarm Master
Sentinel
Sharpshooter