Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
18/7/2013 D&D Next Q&A: Feat Progression, Bonus Feats & Requirements
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JamesonCourage" data-source="post: 6159146" data-attributes="member: 6668292"><p>Looks like I'll be dipping certain classes at certain levels. (I just means I hope they fix the uneven rate gain.)</p><p></p><p>Sounds good to me. But you start to lose me here:</p><p></p><p>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.</p><p></p><p>However, when you tie it to heavy weapons, <em>you're tying killing things faster it to heavy weapons</em>. 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."</p><p></p><p>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, <em>as well as anyone else who values it that has a different build</em>.</p><p></p><p>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).</p><p></p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6159146, member: 6668292"] Looks like I'll be dipping certain classes at certain levels. (I just means I hope they fix the uneven rate gain.) Sounds good to me. But you start to lose me here: 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, [I]you're tying killing things faster it to heavy weapons[/I]. 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, [I]as well as anyone else who values it that has a different build[/I]. 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 :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
18/7/2013 D&D Next Q&A: Feat Progression, Bonus Feats & Requirements
Top