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Adding decision points to the Champion. Others might follow?
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<blockquote data-quote="Stalker0" data-source="post: 8498726" data-attributes="member: 5889"><p>So some quick feedback.</p><p></p><p><strong>Stamina</strong>: I would just combine inner resolve and exhaustion. Unless you use exhaustion heavily in your game, I don't think it would come up enough to matter. With that, I think the two options are pretty solid.</p><p></p><p><strong>Improved Critical vs Improved Damage: </strong>Improved damage is statistically superior to the crit range, even when factoring in advantage on attack rolls (for more crits) and the fact that a fighter could get two attacks with improved crit (versus only 1 with improved damage). Crits just don't actually boost damage all that much for a normal fighter (unlike say a smiting paladin or a rogue).</p><p></p><p>Generally I don't recommend two abilities in the same list that both revolve around damage.... inevitably it leads to one or the other being a superior option. Honestly the choose between one offense option and defense seems pretty solid here.</p><p></p><p><strong>Superior Weapon Use</strong>: The way this is worded, I can choose ANY option, its not an upgrade from the previous one correct? Aka I could keep improved damage and now take superior defense. Is that the intention? I'll also note that once again, the crit chance is not equal to the damage option.</p><p></p><p><strong>Remarkable Athlete</strong>: The bonus action to dash is actually a very very good ability, I consider it the absolute best of the bunch by far. Only the wrestler one comes close if I am really focusing on a grapple build. I would never take the other two when these are options.</p><p></p><p><strong>Survivor</strong>: The endurance one is much weaker than the other two options. Frankly even if you did make them completely immune to exhaustion (aka they could have 10 exhaustion and not care), I think it would be the least taken option.... but at least then you get some really fun flavor and cool niches for high level play (the ability to run all day without stopping has some surprising benefits. I played an alternate monk that was able to do that and it was a lot of fun....but at 18th level, that really not all that impressive)</p><p></p><p></p><p>So barring a few options that I think could be safely removed or at least bumped up, I think the rest look pretty solid.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8498726, member: 5889"] So some quick feedback. [B]Stamina[/B]: I would just combine inner resolve and exhaustion. Unless you use exhaustion heavily in your game, I don't think it would come up enough to matter. With that, I think the two options are pretty solid. [B]Improved Critical vs Improved Damage: [/B]Improved damage is statistically superior to the crit range, even when factoring in advantage on attack rolls (for more crits) and the fact that a fighter could get two attacks with improved crit (versus only 1 with improved damage). Crits just don't actually boost damage all that much for a normal fighter (unlike say a smiting paladin or a rogue). Generally I don't recommend two abilities in the same list that both revolve around damage.... inevitably it leads to one or the other being a superior option. Honestly the choose between one offense option and defense seems pretty solid here. [B]Superior Weapon Use[/B]: The way this is worded, I can choose ANY option, its not an upgrade from the previous one correct? Aka I could keep improved damage and now take superior defense. Is that the intention? I'll also note that once again, the crit chance is not equal to the damage option. [B]Remarkable Athlete[/B]: The bonus action to dash is actually a very very good ability, I consider it the absolute best of the bunch by far. Only the wrestler one comes close if I am really focusing on a grapple build. I would never take the other two when these are options. [B]Survivor[/B]: The endurance one is much weaker than the other two options. Frankly even if you did make them completely immune to exhaustion (aka they could have 10 exhaustion and not care), I think it would be the least taken option.... but at least then you get some really fun flavor and cool niches for high level play (the ability to run all day without stopping has some surprising benefits. I played an alternate monk that was able to do that and it was a lot of fun....but at 18th level, that really not all that impressive) So barring a few options that I think could be safely removed or at least bumped up, I think the rest look pretty solid. [/QUOTE]
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