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2106/2017 Workshop Feats Review
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<blockquote data-quote="CapnZapp" data-source="post: 6991282" data-attributes="member: 12731"><p><em>(This will eventually present the reworked feats in order, but for now, we begin with a biggie)</em></p><p></p><p>CROSSBOW EXPERT</p><p>* You ignore the loading property of crossbows with which you are proficient.</p><p>* When you use the Attack action and attack with a one-handed melee weapon, you can use a bonus action to load and attack with a hand crossbow you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack roll.</p><p>* You can use ammunition as finesse light melee weapons you are proficient with. They use a d4 for damage. They remain ammunition, which means you draw them as part of an attack, and they are expended as usual.</p><p></p><p><span style="color: #DAA520"><strong>Design:</strong></span> I'm quite pleased with the two first bullet points - the rules text is much the same as in the original feat, only rearranged. Yet, all three chief problems of that feat have been resolved: now the feat no longer prohibit the presumed use case; no longer is the hand crossbow turned into a semi-autonomic gun (<a href="http://dnd.wizards.com/articles/features/sageadvice_feats" target="_blank">what they promised!</a>); and no longer can ranged combatants keep firing even when monsters join them in melee. The third bullet point is by comparison much more provisional, serving as my attempt to appease the Legolas fans. And of course, the alternative was to scrap the feat altogether.</p><p><span style="color: #0000FF"><strong>Fun:</strong></span> Being able to use crossbows as freely as bows is fun (though of course not a power play). Finally being able to play the rapier + hand crossbow archetype is even more fun. But stabbing Orcs in the eye is apparently the must fun in all of history! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p><strong>Power:</strong> Powers-wise this is now on par with Dual-wielding. In return for sticking to a d6 weapon, you gain a little range (30/120 feet).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6991282, member: 12731"] [I](This will eventually present the reworked feats in order, but for now, we begin with a biggie)[/I] CROSSBOW EXPERT * You ignore the loading property of crossbows with which you are proficient. * When you use the Attack action and attack with a one-handed melee weapon, you can use a bonus action to load and attack with a hand crossbow you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on this ranged attack roll. * You can use ammunition as finesse light melee weapons you are proficient with. They use a d4 for damage. They remain ammunition, which means you draw them as part of an attack, and they are expended as usual. [COLOR="#DAA520"][B]Design:[/B][/COLOR] I'm quite pleased with the two first bullet points - the rules text is much the same as in the original feat, only rearranged. Yet, all three chief problems of that feat have been resolved: now the feat no longer prohibit the presumed use case; no longer is the hand crossbow turned into a semi-autonomic gun ([URL="http://dnd.wizards.com/articles/features/sageadvice_feats"]what they promised![/URL]); and no longer can ranged combatants keep firing even when monsters join them in melee. The third bullet point is by comparison much more provisional, serving as my attempt to appease the Legolas fans. And of course, the alternative was to scrap the feat altogether. [COLOR="#0000FF"][B]Fun:[/B][/COLOR] Being able to use crossbows as freely as bows is fun (though of course not a power play). Finally being able to play the rapier + hand crossbow archetype is even more fun. But stabbing Orcs in the eye is apparently the must fun in all of history! ;) [B]Power:[/B] Powers-wise this is now on par with Dual-wielding. In return for sticking to a d6 weapon, you gain a little range (30/120 feet). [/QUOTE]
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