So, without further ado, let the re-launch of Behind the DM Screen begin!
The Narrative of Feats in D&D 5e
It
took me a while to like feats in 5e. My first impression was actually
quite negative. But, as in life, first impressions of RPGs are
bullshit. And as I examined the feat system and its narrative
potential, I grew to adore it.
See,
my first real edition, wherein I understood what was happening behind
the screen of the game, was D&D 3.5, and feats functioned very
differently back then than they do now. Back then, feats were special
abilities or bonuses that you gained as you increased in level,
representing a constant march forward into superhero-levels of power.
And that works great for that system. There are literally THOUSANDS
of feats in 3-3.5e (not to mention Pathfinder), so having a suite of
automatic feats that you gain as you increase in level seems
appropriate. And, for a while, it seemed that such a style was the
status quo. Pretty much every OGL-compatible game out there uses
feats the same way, from Mutants and Masterminds to Iron Heroes
(though IH does have some neat ideas in creating a more dynamic
feat-character relationship). Hell, feats were one of the things that
basically remained unchanged as 4e launched, and the folks over at
Paizo essentially maintained the status quo with the launch of
Pathfinder. Feats have essentially remained exactly as they have
always been for close to 15 years.
Then
5e had to come around and fuck it all up. And in the process of
flipping the table and shaking up the feat system, they created a
concept and a system which is entirely genius.
Before
I dive in, let me first define the 5e feat system, as well as how it
differs from the systems of old. In 5e, a character gains Ability
Score Increases as class abilities as they increase in level in their
class. Certain classes gain more increases than others (fighters and
rogues, in particular), but the minimum seems to be 5. A character
may, at their discretion, instead choose a feat rather than an
ability score increase.
This
differs from previous systems because, as I mentioned before, feats
used to be automatic. The same goes for Ability Score Increases. They
were separate entities gained within the level-up progression,
measured differently within the balance of the system. They were also
NOT tied to class. This is integral to the narrative of feats in 5e.
It was assumed that all characters would gain the same number of
feats and the same number of ability score increases as they
progressed.
From
Character Level to Class Level
But do you think he knows anything about Tavern Brawling? |
However,
while the balance note is important, I find another aspect to this
link between class level and ASI/Feat progression much more
interesting. It changes what feats MEAN, within the context of the
game world and the characters who gain them. Back in the old days,
feats were treated as tricks you picked up along the way. Things you
learned through combat, experimentation, or research. ASIs were the
same way, representing your character's natural inclination toward
getting naturally stronger.
In
5e, that all changed. ASIs and feats are no longer things that just
happen to your character. They're representative of where your
character's focus lies, and how much attention they must pay to their
studies as a fighter/wizard/rogue/etc. Why, do you think, a fighter
gains more ASIs than a Wizard? The mechanical/traditionalist answer
is that fighters have always been feat-masters, gaining a bunch of
feats as they go. Therefore the best response to that would be to
grant them more ASIs and, therefore, more potential feats. And while
that's likely true, I prefer the answer that draws a connection
between the mechanics of the system and the narrative it is trying to
tell.
Xena? Totally a fighter. Totally chose Tavern Brawler. And Dual Wielder. |
And
that is, in my opinion, genius.
The
Power of Choice
You
may not know this about me, but I adore choice in my RPGs. Choice is
a HUGE factor in my games. When I present players with options on how
to progress the current story, I always give them the option to not
progress at all. They can say “no” and leave the princess to be
consumed by the dark ritual. It might have repercussions, but I never
force them to do something they don't want to do. This is a big part
of game design that I feel is being lost, but that's a topic for
another day. For now, let's talk about how CHOICE has influenced even
the building of your character in 5e.
Example: Choosing ALL of the Strength Increases. |
Inside
the game, though, it betrays something about characters in D&D 5e
that is distinct from characters in previous editions. Characters in
3-4e had it all. They had a full progression of class abilities,
ASIs, and feats, and got them all as they increased in level.
Characters in 5e are more rugged. They're more real. They don't have
the damn time to flex their brain for an hour a day, strength-train
their glamour muscles, learn how to speak Abyssal, AND learn a new
level of spell, all at the same time. They have to make real choices.
When a character increases their Strength score by 2 instead of
choosing the Alert feat, it means that they made a conscious choice
to work out with their free time, rather than train to improve their
reaction time.
And
I love that about this system. The very relationship between ASIs,
feats, and class choice work together to create a system that has
real meat on its bones. It SAYS something about your character and
where their priorities lie by its very nature. There's no need for
Role-Play apologists to come in and defend the system by saying
“well, if you ROLE-PLAY X, then you don't NEED it to be a
mechanical boost to your character.”
It's
just damn good game design.
Thank you for that insight. I will have to share this with my players. :)
ReplyDeleteDefinitely echoes my own thoughts when I first got my hands on the 5e book. I thought it was pretty elegant, when I realized what they were trying to do.
ReplyDelete