Q&A said:
It’s true that some classes get more ability score increases (and, thus, more opportunities to take feats) than others, but they all default to ability score increases.
Looks like I'll be dipping certain classes at certain levels. (I just means I hope they fix the uneven rate gain.)
Q&A said:
Our design goals for the current iteration of feats, in addition to balancing them against ability score increases, include making it so that so that you need only one feat to be good at a certain thing.
Sounds good to me. But you start to lose me here:
Q&A said:
When designing this feat, we asked ourselves the questions, “What am I looking for in a feat that rewards me for using a heavy weapon? What do I want as a player when I choose to use a heavy weapon?” Heavy weapons, with their higher damage dice, provide a visceral feeling of strength and power by dishing out high damage on the die. So, you probably want to deal more damage, or kill things faster, or kill more things
I've had many, many PCs in my games (whether I played them or not) that did not use heavy weapons but wanted to deal more damage, or kill things faster, or kill more things. I've seen this in archery, with shield fighters, with polearms, with rapiers, and occasionally even with daggers. If you want to make a "kill things faster" feat, I'm okay with that. That's good. Call it "Killer" and describe it as "you kill things faster" and there you go.
However, when you tie it to heavy weapons,
you're tying killing things faster it to heavy weapons. I have a feeling they're not going to tie a "kill things faster" concept to archery based on their description of an archery feat. While I do get where they're coming from, I think that the designers need to fully be aware what they're doing. With this approach, they're basically saying that "heavy weapons will be the most effective at damaging and killing things." If they're okay with that, then proceed, I guess. But, if that's not their intent, I think they should decouple concepts like "kill things faster" from "heavy blades."
How many concepts can value "kill things faster"? Rogues with sneak attack? Two-weapon fighting? Archery, one-handed weapons (rapier), polearms, and shield fighting? Clerics, wizards, druids, and warlocks? Minions (animal companions and conjured servants)? There's a whole host of concepts that can value "kill things faster." If you want that to be an option, design a "kill things faster" feat, and then it'll be attractive to the heavy weapons guy,
as well as anyone else who values it that has a different build.
But, if you only want the heavy weapons people to be the best at it, then make sure that's the case. Great Weapon Master still looked like it was pretty good for Rogues with their sneak attack, potentially with their extra action to help acquire advantage on each attack, since that makes the -5 on the attack a lot less painful. However, that also means that a Rogue that takes it might get some unwanted baggage (heavy weapons proficiencies).
Why not just avoid all of that and make a "kill stuff faster" feat that's attractive to those that want it? I'm not sure, honestly. As always, play what you like