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General Tabletop Discussion
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Tweaking combat rules, fighting styles, and feats
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<blockquote data-quote="LapBandit" data-source="post: 7053289" data-attributes="member: 6778098"><p><span style="font-size: 12px">I'm considering implementing the following at my table, I'd like your feedback before I do:</span><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">General</span></strong></p><p><strong></strong></p><p><strong>Shortbows and Longbows</strong></p><p>To hit is DEX, damage is DEX or STR</p><p></p><p><strong>Drawing and stowing</strong></p><p>Anyone can draw or stow two weapons with the Light property as part of their movement.</p><p></p><p><strong>Heavy Armor DR</strong></p><p>Splint armor provides 1 DR against non-magical slashing, bludgeoning, and piercing.</p><p>Plate armor provides 2 DR against non-magical slashing, bludgeoning, and piercing.</p><p></p><p><strong>Strength Weapon property</strong></p><p>Melee attacks that use Strength to hit and do not have the Light property confer Cleaving through Creatures as in the DMG (pg 272).</p><p></p><p><strong><span style="font-size: 12px">Fighting Styles</span></strong></p><p></p><p></p><p><strong>Ranged Fighting Style </strong>(was Archery Fighting Style)</p><p>Your ranged weapon attacks ignore half cover.</p><p></p><p></p><p><strong>Great Weapon Fighting Style</strong></p><p>You add double your Strength Bonus to your damage roll.</p><p></p><p></p><p><strong>Two Weapon Fighting Style</strong></p><p>You add your ability modifier to attacks made with your off hand.</p><p>The weapons you wield do not have to be Light.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Melee Combat Options</strong></span></p><p></p><p></p><p><strong>Shield-Punch</strong></p><p>When you take the Attack Action and you are wielding a Shield you can use your Bonus Action to Shield Punch, losing your AC bonus until the beginning of your next turn. The damage for this is attack is 1 + STR bonus unless stated by the shield (Lizardman Shield for instance). If you have proficiency with improvised weapons, then it is 1d4 + STR bonus.</p><p></p><p></p><p><strong>Charge</strong></p><p>When you use your action to Dash, you can use a bonus action to make one melee weapon attack against or shove the target.</p><p></p><p><span style="font-size: 12px"><strong>Related Feat Changes</strong></span></p><p></p><p><strong>Dual Wielder </strong></p><p><strong></strong>Your offhand attack is now a part of the Attack action. When you make an Attack of Opportunity, you deal the damage of both weapons if you hit.</p><p></p><p></p><p><strong>Great Weapon Master (half-feat, costs 1/2 ASI)</strong></p><p>On your turn, when you score a critical hit with a Heavy melee weapon melee weapon or reduce a creature to 0 </p><p>hit points with one, you can make one melee weapon attack as a us action.</p><p></p><p></p><p><strong>Heavy Armor Master (REMOVED)</strong></p><p></p><p></p><p><strong>Sharpshooter (half-feat, costs 1/2 ASI)</strong></p><p>Your ability to ignore cover goes up. Your ranged weapon attacks can ignore 1/2 cover. If you already ignore 1/2 cover (Ranged Fighting Style), you can now ignore 3/4 cover. This feat cannot confer the ability to attack a target behind full cover.</p></blockquote><p></p>
[QUOTE="LapBandit, post: 7053289, member: 6778098"] [SIZE=3]I'm considering implementing the following at my table, I'd like your feedback before I do:[/SIZE][B][SIZE=3] General[/SIZE] Shortbows and Longbows[/B] To hit is DEX, damage is DEX or STR [B]Drawing and stowing[/B] Anyone can draw or stow two weapons with the Light property as part of their movement. [B]Heavy Armor DR[/B] Splint armor provides 1 DR against non-magical slashing, bludgeoning, and piercing. Plate armor provides 2 DR against non-magical slashing, bludgeoning, and piercing. [B]Strength Weapon property[/B] Melee attacks that use Strength to hit and do not have the Light property confer Cleaving through Creatures as in the DMG (pg 272). [B][SIZE=3]Fighting Styles[/SIZE][/B] [B]Ranged Fighting Style [/B](was Archery Fighting Style) Your ranged weapon attacks ignore half cover. [B]Great Weapon Fighting Style[/B] You add double your Strength Bonus to your damage roll. [B]Two Weapon Fighting Style[/B] You add your ability modifier to attacks made with your off hand. The weapons you wield do not have to be Light. [SIZE=3][B]Melee Combat Options[/B][/SIZE] [B]Shield-Punch[/B] When you take the Attack Action and you are wielding a Shield you can use your Bonus Action to Shield Punch, losing your AC bonus until the beginning of your next turn. The damage for this is attack is 1 + STR bonus unless stated by the shield (Lizardman Shield for instance). If you have proficiency with improvised weapons, then it is 1d4 + STR bonus. [B]Charge[/B] When you use your action to Dash, you can use a bonus action to make one melee weapon attack against or shove the target. [SIZE=3][B]Related Feat Changes[/B][/SIZE] [B]Dual Wielder [/B]Your offhand attack is now a part of the Attack action. When you make an Attack of Opportunity, you deal the damage of both weapons if you hit. [B]Great Weapon Master (half-feat, costs 1/2 ASI)[/B] On your turn, when you score a critical hit with a Heavy melee weapon melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a us action. [B]Heavy Armor Master (REMOVED)[/B] [B]Sharpshooter (half-feat, costs 1/2 ASI)[/B] Your ability to ignore cover goes up. Your ranged weapon attacks can ignore 1/2 cover. If you already ignore 1/2 cover (Ranged Fighting Style), you can now ignore 3/4 cover. This feat cannot confer the ability to attack a target behind full cover. [/QUOTE]
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