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Am I missing something with Favored Foe?
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<blockquote data-quote="NotAYakk" data-source="post: 8244247" data-attributes="member: 72555"><p>So you are saying for a non-focused build that spends feats on both close and long range weapons, duelist isn't as good.</p><p></p><p>But for that build, you are competing with the wrong alternative.</p><p></p><p>XBE+SS is the same number of feats and gets you a 1d6 weapon usable up to 120' away with a bonus action extra attack, -5/+10 option even in melee, attribute bonus to damage already. And you can mix in +1 bolts (if they are cheap in your world) to get +1 damage and +1 to hit.</p><p></p><p>You lose 1 AC from DW, which you can make up by taking the defensive style instead as your 2nd style.</p><p></p><p>And you only need 1 magic weapon, instead of 3. I mean, if you need long range, you can also own a heavy crossbow (1d10) or a longbow with even more range as a backup magic weapon.</p><p></p><p>-5/+10 and +2 to hit from archery style is hard to compete with with DWer. I mean, DW flametongue rapiers +9 to hit for 1d8+2d6+5=16.5 damage, 4 attacks/round.</p><p></p><p>An equal rarity +2 hand crossbow with +0 bolts is +8 to hit for 1d6+15=18.5, 4 attacks/round. And doesn't use up 2 attunement slots, and permits magic bolts on top of that, and gives you the +13 to hit/10.5 damage per tap option for high AC foes.</p><p></p><p>Going +2 on the rapiers instead of flames is +2 to hit for -5 to damage each; 2.5 damage per point to hit. The tradeoff for the XBE is 2 damage per point to hit, making accuracy cheaper for the hand crossbow build, and the hand crossbow can swap on-the-fly on each attack depending on the situation.</p><p></p><p>The baseline rapiers (no magic) deal 1 more damage per hit; the baseline hand xbow does 2 more to hit.</p><p></p><p>It isn't very close really.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8244247, member: 72555"] So you are saying for a non-focused build that spends feats on both close and long range weapons, duelist isn't as good. But for that build, you are competing with the wrong alternative. XBE+SS is the same number of feats and gets you a 1d6 weapon usable up to 120' away with a bonus action extra attack, -5/+10 option even in melee, attribute bonus to damage already. And you can mix in +1 bolts (if they are cheap in your world) to get +1 damage and +1 to hit. You lose 1 AC from DW, which you can make up by taking the defensive style instead as your 2nd style. And you only need 1 magic weapon, instead of 3. I mean, if you need long range, you can also own a heavy crossbow (1d10) or a longbow with even more range as a backup magic weapon. -5/+10 and +2 to hit from archery style is hard to compete with with DWer. I mean, DW flametongue rapiers +9 to hit for 1d8+2d6+5=16.5 damage, 4 attacks/round. An equal rarity +2 hand crossbow with +0 bolts is +8 to hit for 1d6+15=18.5, 4 attacks/round. And doesn't use up 2 attunement slots, and permits magic bolts on top of that, and gives you the +13 to hit/10.5 damage per tap option for high AC foes. Going +2 on the rapiers instead of flames is +2 to hit for -5 to damage each; 2.5 damage per point to hit. The tradeoff for the XBE is 2 damage per point to hit, making accuracy cheaper for the hand crossbow build, and the hand crossbow can swap on-the-fly on each attack depending on the situation. The baseline rapiers (no magic) deal 1 more damage per hit; the baseline hand xbow does 2 more to hit. It isn't very close really. [/QUOTE]
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