So, I agree with you that there isn't much appeal for feats to begin with
Nah, that was not my point.

I mean yes i said it ... and yes i meaned it that way ... so im glad we agree.

But i was primarly trying to point out not that there isnt much appeal ... more like there isnt much opportunities to do that even if you want to.
I mean from what i read (
and i may misunderstand something, it wouldnt be the first time, as im sure you know
) the more i read about 5e (
and i admit im still a newbie) the more it seems like the system works the best if you have it whole (
meaning up to level 20) ... once you put cap somewhere in the middle, flaws starts to show up. :-/
From what i have heared, there are classes like Monk who are HEAVILY dependent on having corect Ability Scores ... and even if you would like to have some feats, waiting for them to the endgame, or spending most of the game conciderable weaker for it ... i dunno, it seems like something that sucks. :-/
For that reason i would probably not be strictly against alowing
any Feat at lvl 1 ... so we have "at least one" for sure, bcs not everyone of us would have such luck as i had in Roll20 ... :-/
I agree with Niara that some maybe newly created feats could add flavor to characters, but they'd have to be minor feats
Yup!
Have you seen this?
1) Anti-hero: Your posture gives of a frightening aura, you get -1 roll with scholars, nobles, and lawful checks. Gain +1 in intimidation, survival, and acrobatics
2) doctor: Your posture radiates a calming aura: -1 with deception, sleight of hand, and intimidation checks. Gain +1 with religion, persuasion, and Arcana
3) Magician: you gain +1 in insight, performance, and investigation checks. -1 for persuasion, athletics, and acrobatics.
4) Outcast: you gain +1 in animal handling, medicine and slight of hand. -1 for history, religion, and persuasion.
5) Pretty Boy / Girl: +1 in stealth, +1 in insight, +1 in persuasion. -1 for history, investigation, and athletics.
Purrfect, isnt it?
