No brains
2019-01-01, 02:11 PM
Feats that allow new options are a fun part of the game. Actor can geometrically enhance disguise attempts, Shield Master gives us an offensive use for our shields, and even Grappler has a use.
Where I find this goes wrong is when a player wants to attempt something that is described in a feat. Improvised actions are allowed and it's easy to see someone attempting a feat move even without the extra training they are supposed to represent. Anyone can try to do an Elvis voice, anyone can can punch while holding a shield, and anyone can try to restrain someone they've grabbed.
What is a reasonable separation between feats and similar improvised actions?
For one, I think that bonus/ reaction benefits are off the table for improvised actions. It is reasonable to assume that pulling off these feats fast without practice is a bridge too far. Someone could do Warcaster's opportunity spell, but they gotta ready an action like normal. Same goes for a readied stab from Pole Arm Master. A butt strike is also plausible, but pulling it off in a speedy manner superior to two-weapon fighting is unlikely.
Another reasonable limitation is on numerically special moves like the Sharpshooter/ Great Weapon Master -5/+10 attack. Combining that with the last point, a Charger charge probably wouldn't be possible. Also the Healer feat's use of the healer's kit probably represents a use that can't be done by someone without the feat.
Are there any other thoughts on what can't be done without a feat?
On the subject of plausible improvised feat benefits, mimicing a voice could reasonably be done if the creature is very similar to an impostor already, but reproducing a dragon's roar, giant's laugh, or some other markedly inhuman sound is probably best left to Actors. Grappler's benefit is already considered too costly as it is, so in lieu of buffing the feat, probably just giving an attempt at an untrained pin disadvantage is good enough.
A good way to think about allowing feat actions as improvised actions is to consider a kind of 'possibility ladder'. With a feat, a person is able to move up the ladder by one or maybe two steps. Impossible becomes possible with a check, maybe with disadvantage. A check gains advantage, possibly becoming a sure thing. I don't want to make that a solid rule, just a guideline for considering what to do.
What do you think about Feats versus Improvised Actions?
Where I find this goes wrong is when a player wants to attempt something that is described in a feat. Improvised actions are allowed and it's easy to see someone attempting a feat move even without the extra training they are supposed to represent. Anyone can try to do an Elvis voice, anyone can can punch while holding a shield, and anyone can try to restrain someone they've grabbed.
What is a reasonable separation between feats and similar improvised actions?
For one, I think that bonus/ reaction benefits are off the table for improvised actions. It is reasonable to assume that pulling off these feats fast without practice is a bridge too far. Someone could do Warcaster's opportunity spell, but they gotta ready an action like normal. Same goes for a readied stab from Pole Arm Master. A butt strike is also plausible, but pulling it off in a speedy manner superior to two-weapon fighting is unlikely.
Another reasonable limitation is on numerically special moves like the Sharpshooter/ Great Weapon Master -5/+10 attack. Combining that with the last point, a Charger charge probably wouldn't be possible. Also the Healer feat's use of the healer's kit probably represents a use that can't be done by someone without the feat.
Are there any other thoughts on what can't be done without a feat?
On the subject of plausible improvised feat benefits, mimicing a voice could reasonably be done if the creature is very similar to an impostor already, but reproducing a dragon's roar, giant's laugh, or some other markedly inhuman sound is probably best left to Actors. Grappler's benefit is already considered too costly as it is, so in lieu of buffing the feat, probably just giving an attempt at an untrained pin disadvantage is good enough.
A good way to think about allowing feat actions as improvised actions is to consider a kind of 'possibility ladder'. With a feat, a person is able to move up the ladder by one or maybe two steps. Impossible becomes possible with a check, maybe with disadvantage. A check gains advantage, possibly becoming a sure thing. I don't want to make that a solid rule, just a guideline for considering what to do.
What do you think about Feats versus Improvised Actions?