Why Do I Hate Feats?
While I usually disdain from talking negatively about game systems in general, I have lately been reading a lot about how "awesome" Feats are with respect to a numer of new source books. With their introduction in 3rd edition D&D, the OGL, and all the diaspora that have stemmed from them, Feats manifest an especially cold, crystallized, lightless cavern of hatred in my heart when it comes to roleplaying games, next to the use of standard distribution curve for mechanics and use of the term “roleplaying game” when it is applied to any computer-based simulation first-person simulation.
I hate feats because they make a game unnecessarily complicated and slow down play.
By adding feats, clarity becomes lost as modifier stacking
rules, precedence rules, and exceptions to both sets of rules become more and
more convoluted. Whether or not players have their modifiers memorized, feats slow
action down as they accrue if they haven't been pre-calculated. Further, play can get slowed down by others who try to help the player to maximize the benefits of
the feats and feat combinations. Tie in multiple classes/roles held by a single
character, multiple sourcebooks adding their own feats specific to a setting, as
well as online and homebrew feats, complexity increases quickly and gameplay gets
exceedingly slower.
As a general rule, a major HiBRiD concept is that only ONE number should EVER be
added to a die roll; anything else slows down play. The rules of HiBRiD go out
of their way to reinforce this idea. As a director, I don’t want to have to
know every go****n feat to adjudicate an action and slow down my narrative. Lately, online, people have
been asking me how I can run 12 players at a time in a game and the answer is
easy: the players have only one number to add, leaving them to focus on their description
of the action; there are no numeric, mechanic-based, pieces of Scheisse gumming
up the works. Ask anyone who has played HiBRiD at a convention. They know. They'll tell you. If I want to add numbers to solve a puzzle, I’ll
play [Samuel L. Jackson expletive] Soduku. Seriously.
I hate feats because they reinforce number crunching and rule mongering rather than imaginative play.
This does not mean an imaginative player can’t play well within a more structured and numeric system such as that created by feats; it is just that two things tend to happen at the gaming table when feats are in play.
The first thing that can happen is that the extent of an action can become proscribed by the limits of the feats. This can be limiting to a more imaginative player, especially when an action is boiled down to a modifier that must be stacked with or depend on another feat and another and so forth. The goal then becomes gathering a list of feats so that they can be selected from and mixed and matched in real time. This either slows play (as mentioned above) or alters it to become like a CCG, where you are just collecting things to mix and match during play. If I want to do that, I’ll play the Pokemon CCG. Personally, as a player, I just don’t give a damn about what my numbers are; my character does what my character does, screw my modifers! I would rather use abilities to give me ideas for cool actions; not to define what my actions can or cannot be.
The second thing that can happen is that the imaginative player may wish to extend the ability of a feat to an action in which the feat is not designed to give a “bonus” or confer some sort of in-game strategic, mechanistic advantage. The director, or course, can make a rule off-the-cuff or house rule to provide for this, but then, really, doesn't that just defeat the point of having the feat system anyway?
I hate Feats because they are not what they say they are
To me, a feat is a one-time action, taken to reflect a heroic effort on the part of a character. A character commits a feat of derring-do. Accomplishing the slaying of a dragon in one blow is no small feat. A feat that can be done more than one time ceases to be a feat; it is simply an Ability. Of course, then the question becomes, if all characters in these games have 6 Abilities, so what does one call Feats? How about calling them "Excuses To Make And Sell New Rule Books?? What about "Creativity Killers"?
The second thing that can happen is that the imaginative player may wish to extend the ability of a feat to an action in which the feat is not designed to give a “bonus” or confer some sort of in-game strategic, mechanistic advantage. The director, or course, can make a rule off-the-cuff or house rule to provide for this, but then, really, doesn't that just defeat the point of having the feat system anyway?
I hate Feats because they are not what they say they are
To me, a feat is a one-time action, taken to reflect a heroic effort on the part of a character. A character commits a feat of derring-do. Accomplishing the slaying of a dragon in one blow is no small feat. A feat that can be done more than one time ceases to be a feat; it is simply an Ability. Of course, then the question becomes, if all characters in these games have 6 Abilities, so what does one call Feats? How about calling them "Excuses To Make And Sell New Rule Books?? What about "Creativity Killers"?
Conclusion
When I encountered Feats as part of 3E, I was excited by the many changes in the system ran a 3E game for 3 years, trying to get behind it. My frustrations (as I mentioned above) became apparent and as they began to accrue, I realized it was time to jump ship. The evolution of the d20 family of games accepting feats as an accepted norm was the final push I needed to stop playing the games of others and finish up HiBRiD.
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