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  1. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    By the way, I think it's silly that they have a "one-handed" hand crossbow that requires a free hand to load it. It's really a two-handed weapon, except for this edge case of shooting an already-loaded/ammunitioned one.
  2. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    Ah yes. I see. I find it odd that they worded things the way they did, but it makes sense. So no dual-wielding by default then, only single wielding firing multiple times. Same effect, fewer weapons. Not as fun though. I have found the same sometimes, but my melee allies do get in the way...
  3. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    For sure. That makes a lot more sense. But magic and lots of class abilities aren't realistic at all, so I think dual-wielding crossbows should be allowed. :-D
  4. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    I see. But isn't this the point of the part of the feat that says, "You ignore the loading property of crossbows with which you are proficient"?
  5. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    Crossbow Expert in the PHB makes dual-wielding crossbows supported; it is not otherwise. This is cool. This is also a big part of the feat, maybe even the most clear purpose for its existence. Why have the feat at all if it isn't about dual-wielding hand crossbows in melee? This is why we need...
  6. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    Here's another adjustment that knocks out the SS/CE/Archery combo: Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: - You ignore the loading quality of crossbows with which you are proficient. - Once per turn, being within 5 feet of a hostile...
  7. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    But if you have to make a melee attack, someone dual wielding hand crossbows wouldn't qualify, which is rather silly for Crossbow Expert. I think getting to reuse the same hand crossbow is silly, too, but dual wielding hand crossbows should be ok. This is a fair question. Has there been an...
  8. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    Just to recap the DPR effects of the -5/+10 mechanic, here is a table. These calculations use a d10 weapon (avg 5.5 dpr), +4 proficiency bonus, +6 attack bonus (+4 main stat, +2 magic weapon or other buff) against a 17 AC target, for a character having one attack or four attacks. This is a feat...
  9. R

    Weapon Master: Creating an alternative to GWM, SS, etc.

    Statistically the options are all close to equal in damage output. I like the simplicity of your suggestions! The many options in this feat have a goal of supporting a bunch of character concepts. If they are balanced, I'm glad to have choices! That said, after the choice is made, I want the...
  10. R

    D&D 5E (2014) Preferred way to build your characters:

    I chose "class first", because I like trying out the different mechanics. I always try to maximize my character's features, but I am very party-focused: I don't want to be the focus but to be a productive member of the team and help out the party as best I can. Also, I tend to make choices for...
  11. R

    Weapon Master: Creating an alternative to GWM, SS, etc.

    Here is an updated version. Note that I added the ASI back in, but I removed the versatility: a player chooses only one option when taking this feat, and that option is always in effect. I tried to balance the benefit options against a +1 ASI, interpreted as a +0.5 attack bonus and +0.5 damage...
  12. R

    Weapon Master: Creating an alternative to GWM, SS, etc.

    I'm not too worried about toe-stepping: that's what feats are about, building your character in a way otherwise impossible for your class. I don't want to completely blow out somebody else's concept, but dabbling is ok. Yeah, I worry that versatility is too... versatile. I don't want it to get...
  13. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    I don't think those other things are significant enough to merit "100% more". In fact, I think they are mostly ribbon features. We have a difference of opinion on how to address this issue, mine being that the negation of close-range disadvantage should exist in a feat somewhere, though it...
  14. R

    D&D 5E (2014) Improved Find Familiar

    So it seems like this thread is full of hatemongers saying, "Don't touch my game! You'll ruin warlocks! The rules don't say you can do that!" All of which are missing the points that you are asking for homebrew rules and looking for a way to make the game more fun. Why are all you people so...
  15. R

    D&D 5E (2014) Are sleep spells additive?

    Great question! I would like to know that answer as well. I know magical effects from the same spell don't usually stack, but I feel like it should in this case.
  16. R

    Weapon Master: Creating an alternative to GWM, SS, etc.

    In light of the recent Great Weapon Master and Sharpshooter feat threads, I worked up this feat as a general weapon mastery feat, hoping to make any weapon type of choice more interesting. How balanced do your think this feat is, and how can it be made more interesting for a player who selects...
  17. R

    D&D 5E (2014) GWM, SS, CEx: updated!

    The simple "Once per turn" addition to both feats balances them a lot, and it certainly has simplicity going for it. To your, "What then, does too strong mean?", we shouldn't forget what the cost of a feat is: a +2 ASI. How much stronger is GWM than buffing your Strength modifier by 1? An...
  18. R

    3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master

    Here's an update: Cantrip Master Prerequisite: 4th Level and the ability to cast at least one cantrip - You learn one cantrip of your choice, or two if neither deals damage. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these cantrips. - When you cast a cantrip with...
  19. R

    3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master

    What can I do to filter out True Strike and Blade Ward from becoming too powerful?
  20. R

    3 Magic Feats: Magical Weapon, Magic Manipulation, & Cantrip Master

    Yeah, I was thinking about that. The reason I added that was to allow it to still benefit Draconic Sorcerers, for instance. Even adding the benefit twice is less damage than multiple attacks which all get the modifier, but I could see that still being an issue. Is there a way to not step on...
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