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<blockquote data-quote="FrogReaver" data-source="post: 7280722" data-attributes="member: 6795602"><p>1. I think I'd have GWM give +1 damage instead of the -5/+10 option and keep everything else on it the same. (Maybe +2 damage if that feels better). I'd find some other reasonable bonus for sharpshooter instead of -5/+10 as well. Once these feats are toned down everything else works pretty well, including bless.</p><p></p><p>2. If it was me I'd roll up or make up 5ish arrays I would be comfortable with any player using and have players pick from them for their stats. As DM you can keep it balanced and allow enough diversity that way. </p><p></p><p>3a. Definetely allow multiclassing. Almost any multiclass combo before level 5 is questionable. Even multiclassing at level 5 is a big sacrifice for most classes. Level 11+ multiclassing is a bit better. The only thing I may change for multiclassing is eldritch blast + agonizing blast. Somehow tie the scaling for one or both of those to warlock level. </p><p></p><p>3b. Honestly, outside GWM and SS there aren't many other must take feats. If you want to ban something about feats then ban variant human. Almost every feat is fine if you are taking it at level 4+. It's just getting some of them at level 1 can cause power issues early.</p><p></p><p>4. See 3a.</p><p></p><p>5. You should always have this as an option in your back pocket but it's not good as the only option IMO. Severe intra-party imbalance generally hurts the fun of a game. So avoid that but if the party as a whole is pretty evenly balanced and having to easy of a time throw more at them.</p><p></p><p>6. I'd have a group limit. I would not make that limit 4. Maybe 5 or 6 incase one doesn't show sometimes you still have enough to run the game.</p><p></p><p>7. Allow and encourage people to try new characters in the campaign at any time and enable them to do so. Don't worry about how it affects party jobs (as in 5e you can run all melee or all caster or no healer all pretty well). Just adjust a few things as the DM in each case and it works fine.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7280722, member: 6795602"] 1. I think I'd have GWM give +1 damage instead of the -5/+10 option and keep everything else on it the same. (Maybe +2 damage if that feels better). I'd find some other reasonable bonus for sharpshooter instead of -5/+10 as well. Once these feats are toned down everything else works pretty well, including bless. 2. If it was me I'd roll up or make up 5ish arrays I would be comfortable with any player using and have players pick from them for their stats. As DM you can keep it balanced and allow enough diversity that way. 3a. Definetely allow multiclassing. Almost any multiclass combo before level 5 is questionable. Even multiclassing at level 5 is a big sacrifice for most classes. Level 11+ multiclassing is a bit better. The only thing I may change for multiclassing is eldritch blast + agonizing blast. Somehow tie the scaling for one or both of those to warlock level. 3b. Honestly, outside GWM and SS there aren't many other must take feats. If you want to ban something about feats then ban variant human. Almost every feat is fine if you are taking it at level 4+. It's just getting some of them at level 1 can cause power issues early. 4. See 3a. 5. You should always have this as an option in your back pocket but it's not good as the only option IMO. Severe intra-party imbalance generally hurts the fun of a game. So avoid that but if the party as a whole is pretty evenly balanced and having to easy of a time throw more at them. 6. I'd have a group limit. I would not make that limit 4. Maybe 5 or 6 incase one doesn't show sometimes you still have enough to run the game. 7. Allow and encourage people to try new characters in the campaign at any time and enable them to do so. Don't worry about how it affects party jobs (as in 5e you can run all melee or all caster or no healer all pretty well). Just adjust a few things as the DM in each case and it works fine. [/QUOTE]
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