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Advantage on Damage Rolls
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<blockquote data-quote="ClaytonCross" data-source="post: 7513242" data-attributes="member: 6880599"><p>Sorcerer Empowered spell meta magic is very similar letting you re-roll 1 dice per charisma modifier per spell each time you use a sorcerers point to empower the spell and it has the unique ability to stack with other meta magic.</p><p></p><p>I could see a monk subclass doing the same thing with Ki and a melee weapon but I am not aware of it right now.</p><p></p><p>Basically like though much like Savage Attacker feat limited use and or cost to the ability makes it week. Mechanically your usually better of taking something else. The average change in damage from re-rolling 1d12 raises from 6.5 to 9 which is basically <strong>a lesser version of the Dueling Fighting style</strong> since at least that is a guaranteed improvement. That also decreases as you use smaller dice making Dueling Fighting Style even stronger. It also counts on every attack. The easiest way to make melee weapons more effective is to allow the Dueling Fighting Style to work with two handed weapons, off handed weapons, and to increase the number of attacks as per monk flurry of blows, fighters increased extra attacks, or barbarians getting additional attacks when they kill stuff.</p><p></p><p>The #1 reason casters have an advantage on damage over melee fighter is not the scaling damage but the ability to target damage at select stats instead of AC. Toll the Dead (wisdom save) and lighting lure (strength save) cantrips short Clerics just can attack almost any enemy with a higher chance than AC and if they do attack AC they usually get more dice then a melee fighter doing the same thing... Unless your counting abilities like Divine Smite and Backstab but those aren't using the weapon damage which I believe is your point.</p><p></p><p>...On the upside its a lot more common to get a +X sword to hit and damage than an item that increase spell DC or hit. Also, <strong>Belts of X giant</strong> <strong>strength</strong> can get as high as 29 for a massive +9 to hit and damage with the large number of ranks this makes any Strength melee fighter hard to top at late game assuming your GM ensures you get one as a balance.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7513242, member: 6880599"] Sorcerer Empowered spell meta magic is very similar letting you re-roll 1 dice per charisma modifier per spell each time you use a sorcerers point to empower the spell and it has the unique ability to stack with other meta magic. I could see a monk subclass doing the same thing with Ki and a melee weapon but I am not aware of it right now. Basically like though much like Savage Attacker feat limited use and or cost to the ability makes it week. Mechanically your usually better of taking something else. The average change in damage from re-rolling 1d12 raises from 6.5 to 9 which is basically [B]a lesser version of the Dueling Fighting style[/B] since at least that is a guaranteed improvement. That also decreases as you use smaller dice making Dueling Fighting Style even stronger. It also counts on every attack. The easiest way to make melee weapons more effective is to allow the Dueling Fighting Style to work with two handed weapons, off handed weapons, and to increase the number of attacks as per monk flurry of blows, fighters increased extra attacks, or barbarians getting additional attacks when they kill stuff. The #1 reason casters have an advantage on damage over melee fighter is not the scaling damage but the ability to target damage at select stats instead of AC. Toll the Dead (wisdom save) and lighting lure (strength save) cantrips short Clerics just can attack almost any enemy with a higher chance than AC and if they do attack AC they usually get more dice then a melee fighter doing the same thing... Unless your counting abilities like Divine Smite and Backstab but those aren't using the weapon damage which I believe is your point. ...On the upside its a lot more common to get a +X sword to hit and damage than an item that increase spell DC or hit. Also, [B]Belts of X giant[/B] [B]strength[/B] can get as high as 29 for a massive +9 to hit and damage with the large number of ranks this makes any Strength melee fighter hard to top at late game assuming your GM ensures you get one as a balance. [/QUOTE]
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