CapnZapp
Legend
That is true - but coming up with entirely new feats is really Wizards' job.I'm liking them. What I'd really like to do but don't have the time this moment is to think of common weapon wielder archetypes (sword + board, big axe, rapier & main gauche (dagger), net & trident, dagger thrower, 1H and hand free, light infantry, ranged+melee switching, etc.) including ones that aren't covered by 5e right now and look for where there'a a dearth or too much feat coverage.
(And their effort so far was really poor - we don't want to be tied down to specific weapons, we want support for our chosen "mode" or style of fighting, just as you enumerate)
Thanks. Can't take credit for Running though. That was suggested to me.I'm not going to quote it, but I love what you did with Running. Crossbow Expert also packs a lot of goodness in a straightforward package.
Running is not a feat - it is a general rules change. Everybody gets to dash plus bonus dash, for "free"!At one point the bottom talks about using your action to Dash, but everywhere else says bonus action to Dash. Not sure I'm following. Is this only usable for Rogues (+ Bard (Jester) and those with the Running feat?
I have used a much more complicated rule to allow faster running. This is much simpler.
So when I talk of using your action, I specifically mean that unless you're a Rogue etc, you need to use your action to Dash in order to Charge (since using your action to Dash is your only way to use your bonus action to Dash, which is what triggering Charge).
But the end result is that everybody can take the Charger feat, and everybody can use it, thanks to the new Running rule.
Just as with the old feat, you don't automatically get to Attack + Charge (or Charge + Attack) but at least now it's possible (if you gain a bonus Dash somehow, like Rogues do).
Duelist exists already as a fighting style name. I really wanted to stick to either of the existing two feat names. I hope Defensive Duelist isn't THAT bad and that my players can get used to it - "oh yeah, whenever I play a dual wielder, Defensive Duelist is the feat for me".I have two suggestions for Defensive Duelist, the first of which is just to call it Duelist since that seems to encompass it's larger role, the second is to change the first bullet point to:
• You gain a +1 bonus to AC provided you hold a light weapon or have a hand free.
This would open up some other classic archetypes as well as working well for casters.
As for the bullet point - you're probably right. I think I wrote it at a time when the phrase wasn't dependent on the overall condition (to wield a melee weapon in one hand and no shield).
Me too. Not sure what to do about it.I'm worried Savage Attacker is still too little for most except the paladin. Oh, and if it's ever used in a game that allows a finessable two-handed or versatile weapon (like the katana in the D&D Next playtest) it would become mandatory for rogue builds.
At least it's easier to buff things than to nerf them. My biggest concern is when you lot tell me something is too good.
Feel free to explain mandatory katanas if you like
I'm sure plenty of people will dislike the new Archery Style. The alternative is to remove it entirely, however.Finally, I'm not sure of the consistency of taking away a bonus to hit with Ranged Fighting style, and then giving a bigger bonus that also ensure SA with the new Sharpshooter feat. I know you want to detune ranged combat, but this seems like it Ranged now joins Protection as the "fighting styles that won't get taken". Perhaps if it was "+2 to hit whenever you have a penalty or disadvantage to a ranged attack". This way it can be used to partially offset cover, or partially offset long ranged, or poor visibility, still without giving a boost.
My other comment about Sharpshooter is that the penalty for long range is disadvantage, and it's just a bonus action to get advantage and offset that, so this does grant long ranges without penalty still, just at an additional cost (the bonus action) but with the additional bonus of an increased range. Not saying this is bad, just seeing if it's intended.
So let's not discuss it in terms of it being too weak. Let's discuss it in terms of how needlessly good it was before, and how ranged fighting is so damn good in 5E it certainly didn't need a super-generous general +2 to everything...!
That said - I'm open to new takes on Archery (and Protection) that makes them get taken. I just haven't spend much brain power on making sure Archers get stuff to take, since I have spent it on making sure Archers don't get the best stuff to take...
+2 to actual disadvantage... I guess I can do it. Minmaxers won't think of it as an improvement, though. Making attacks at actual disadvantage is something you never do.
I wanted Sharpshooter's benefits to still be linked to the name and theme. Out of all the variants this was the best, or least bad, in terms of concept as well as implementation.
The main benefit compared to old Sharpshooter's "ignore long range" is that short range remains better than long range. With the old feat, there was no reason to stick with short range, which made it outright broken for weapons like the hand crossbow - that effectively got its range increased from 30 to 120 ft. It was the unholy trifecta of not good enough rules; either that, or MMearls is a secret hand crossbow admirer, since SS+CE made it the best supreme weapon of all.
Sure long range goes from disadvantage to neutral, but the rules for disadvantage ensures you can never benefit from actual advantage there. I imagine minmaxers will stay at short range. Which I've doubled by the way, so there's that.
Thanks!