CapnZapp
Legend
Savage Attacker
reroll weapon damage once per turn
Design: Oof. This turkey was designed by someone that failed math.
On the other hand, most analysis I've googled does too. Here's the deal: the average increase is only +2. But that's only true when you have a single attack per turn. That's because you need to take into account the decision point of actually using the reroll. With just the one attack, it's simple - use it every time, the math checks out. But with two attacks and you roll a 6 on your first d12? Should you use it? Probably not - the average gain is only 0.5 damage points. In contrast, you have a 50% "chance" of rolling not better (than 6) on your second attack (if it hits), in which case the reroll can help you much more (if that second damage roll is a 5, the expected benefit is +1.5 damage points).
Too Long, Didn't Understand: with more attacks, you should probably not reroll an early attack that's around your die's average. For a d12, you probably benefit from keeping 6's, for instance, even though they're below average. In short: most calculations fail to account for the decision point, slightly underestimating the feat's value.
The sad part, of course, is that even if we generously accept the feat gives not merely a +2 increase but a whopping +5 increase, that's still only +5 damage per round (not per attack) for a high-level fighter. Whopeedoo.
In addition, this. Adding a decision point for every single damage roll is probably not a wise choice.
Fun: I read about plenty of satisfied players that like rerolling bad results, so blue it is. (I hate to burst their bubble by telling them they would be much better off with +2 Strength. Not to speak another, actually powerful, feat.)
Power: Nope
reroll weapon damage once per turn
Design: Oof. This turkey was designed by someone that failed math.
On the other hand, most analysis I've googled does too. Here's the deal: the average increase is only +2. But that's only true when you have a single attack per turn. That's because you need to take into account the decision point of actually using the reroll. With just the one attack, it's simple - use it every time, the math checks out. But with two attacks and you roll a 6 on your first d12? Should you use it? Probably not - the average gain is only 0.5 damage points. In contrast, you have a 50% "chance" of rolling not better (than 6) on your second attack (if it hits), in which case the reroll can help you much more (if that second damage roll is a 5, the expected benefit is +1.5 damage points).
Too Long, Didn't Understand: with more attacks, you should probably not reroll an early attack that's around your die's average. For a d12, you probably benefit from keeping 6's, for instance, even though they're below average. In short: most calculations fail to account for the decision point, slightly underestimating the feat's value.
The sad part, of course, is that even if we generously accept the feat gives not merely a +2 increase but a whopping +5 increase, that's still only +5 damage per round (not per attack) for a high-level fighter. Whopeedoo.
In addition, this. Adding a decision point for every single damage roll is probably not a wise choice.
Fun: I read about plenty of satisfied players that like rerolling bad results, so blue it is. (I hate to burst their bubble by telling them they would be much better off with +2 Strength. Not to speak another, actually powerful, feat.)
Power: Nope
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