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<blockquote data-quote="Rod Staffwand" data-source="post: 6960963" data-attributes="member: 6776279"><p>Actor + Charlatan + Changeling: Don't see this as OP. If you allow changelings into the game, expect them to do changeling things. Imitating a voice is already taken care of with the changeling polymorph. Actor probably helps with cadence and other quirks and it does give advantage if the DM calls for a roll so that's good. You still need to do research in the papers you are forging and learning about your mark and perhaps even acquiring an appropriate costume and gear. And you still need to lie convincingly since you don't automatically have all the knowledge your mark does. Potent, especially in the hands of a clever player, but a clever DM can just as easily throw potential pitfall after pitfall at you and watch you squirm.</p><p></p><p>Crossbow Expert: This is just leads to boring gameplay since it makes virtual all combats and all targets identical for the PC. Enemies that take cover are the same as those that don't. The PC will never have to move to flank enemies since it's all the same to them. Enemies that are in melee are the same as those in the back line. Enemies that are at range are the same as those in melee with the PC. The PC is no longer constrained by the tactical situation and is free to do as they please, which is to invariably focus fire on the most vulnerable or critical target. The damage boost from SS makes that focus fire even more devastating. At least a GWM melee fighter is still constrained by the tactical situation. They can only attack those they are in melee with or need to move to their target before their attack (possibly incurring attacks in return). Movement leads to dynamic combats that change from round to round. If all combatants had ranged attacks and CE they just stand in line and shoot each other in a simplistic attack roll-off until one side was victorious. Now that's a boring combat. </p><p></p><p>Imagine if there was a feat that allowed you to make melee attacks against targets up to 30 feet away (or more) without moving and without penalty. That's what CE does.</p><p></p><p>Alertness: I'm not a big fan of this one either. +5 to initiative is pretty huge. If you act first in round one that basically gives you an extra round's worth of actions over your opponents. The surprise bonus is icing on the cake. I limit it to strictly combat surprise. If something happens unexpectedly outside of combat (pit traps, the duke being murdered, the devil teleporting away, etc.) I don't automatically give the PC a chance to counter or mitigate it.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6960963, member: 6776279"] Actor + Charlatan + Changeling: Don't see this as OP. If you allow changelings into the game, expect them to do changeling things. Imitating a voice is already taken care of with the changeling polymorph. Actor probably helps with cadence and other quirks and it does give advantage if the DM calls for a roll so that's good. You still need to do research in the papers you are forging and learning about your mark and perhaps even acquiring an appropriate costume and gear. And you still need to lie convincingly since you don't automatically have all the knowledge your mark does. Potent, especially in the hands of a clever player, but a clever DM can just as easily throw potential pitfall after pitfall at you and watch you squirm. Crossbow Expert: This is just leads to boring gameplay since it makes virtual all combats and all targets identical for the PC. Enemies that take cover are the same as those that don't. The PC will never have to move to flank enemies since it's all the same to them. Enemies that are in melee are the same as those in the back line. Enemies that are at range are the same as those in melee with the PC. The PC is no longer constrained by the tactical situation and is free to do as they please, which is to invariably focus fire on the most vulnerable or critical target. The damage boost from SS makes that focus fire even more devastating. At least a GWM melee fighter is still constrained by the tactical situation. They can only attack those they are in melee with or need to move to their target before their attack (possibly incurring attacks in return). Movement leads to dynamic combats that change from round to round. If all combatants had ranged attacks and CE they just stand in line and shoot each other in a simplistic attack roll-off until one side was victorious. Now that's a boring combat. Imagine if there was a feat that allowed you to make melee attacks against targets up to 30 feet away (or more) without moving and without penalty. That's what CE does. Alertness: I'm not a big fan of this one either. +5 to initiative is pretty huge. If you act first in round one that basically gives you an extra round's worth of actions over your opponents. The surprise bonus is icing on the cake. I limit it to strictly combat surprise. If something happens unexpectedly outside of combat (pit traps, the duke being murdered, the devil teleporting away, etc.) I don't automatically give the PC a chance to counter or mitigate it. [/QUOTE]
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