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Any of these Feat changes look too good?
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<blockquote data-quote="DND_Reborn" data-source="post: 8092924" data-attributes="member: 6987520"><p>First, thanks for your thoughts.</p><p></p><p></p><p></p><p>Because this is limited to only one attack per turn, we haven't seen it being too strong. We've been using it as a general rule for mounted combat, and I thought it might better limited to the feat instead of anyone who is mounted. Also, because mounted combat is not an all-the-time thing I think it should be okay. But, a lot of people are commenting on it so I've noted it for discussion with our group.</p><p></p><p></p><p></p><p>Originally, we didn't have the new benefit until our game yesterday. The player who was play-testing sharp shooter had to make a shot in a windy, raining storm and I told him he would have disadvantage. Since his target was only about 40 feet away, he asked if he could use SS to remove the disadvantage because none of the other benefits applied. We decided to go with it for the time being and I thought I'd add it today for feedback from the community.</p><p></p><p>What do you think if we changed it to:</p><p>1. It removes disadvantage to attacks made at Long range.</p><p>2. Within normal range, you can:</p><p> A. ignore half and three-quarter cover, or</p><p> B. ignore disadvantage due to an environmental effect, or</p><p> C. accept a -5 to attack roll for a +10 to damage</p><p></p><p>This way, only benefit you can apply to long range is to get rid of the disadvantage. If you are in normal range, you can "aim" or "steady your shot" to gain one of the three benefits (2A-C) to the attack.</p><p></p><p>It is a minor change, but it prevents you from applying benefits 2A-C to a long range shot (instead of removing the disadvantage).</p><p></p><p></p><p>While it might <em>seem</em> odd, something no one as commented on is that although this gives you proficiency with all weapons, that includes <em>improvised weapons</em>, which otherwise Tavern Brawler is your only option. The additional +1 to attack rolls is good, but since it is only with one weapon it isn't too strong I don't think.</p><p></p><p>One option I was considering is weapon master increases the damage die one stage or maybe allows a crit on 19's? I don't know, the +1 to attack rolls seemed the simplest bump...</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8092924, member: 6987520"] First, thanks for your thoughts. Because this is limited to only one attack per turn, we haven't seen it being too strong. We've been using it as a general rule for mounted combat, and I thought it might better limited to the feat instead of anyone who is mounted. Also, because mounted combat is not an all-the-time thing I think it should be okay. But, a lot of people are commenting on it so I've noted it for discussion with our group. Originally, we didn't have the new benefit until our game yesterday. The player who was play-testing sharp shooter had to make a shot in a windy, raining storm and I told him he would have disadvantage. Since his target was only about 40 feet away, he asked if he could use SS to remove the disadvantage because none of the other benefits applied. We decided to go with it for the time being and I thought I'd add it today for feedback from the community. What do you think if we changed it to: 1. It removes disadvantage to attacks made at Long range. 2. Within normal range, you can: A. ignore half and three-quarter cover, or B. ignore disadvantage due to an environmental effect, or C. accept a -5 to attack roll for a +10 to damage This way, only benefit you can apply to long range is to get rid of the disadvantage. If you are in normal range, you can "aim" or "steady your shot" to gain one of the three benefits (2A-C) to the attack. It is a minor change, but it prevents you from applying benefits 2A-C to a long range shot (instead of removing the disadvantage). While it might [I]seem[/I] odd, something no one as commented on is that although this gives you proficiency with all weapons, that includes [I]improvised weapons[/I], which otherwise Tavern Brawler is your only option. The additional +1 to attack rolls is good, but since it is only with one weapon it isn't too strong I don't think. One option I was considering is weapon master increases the damage die one stage or maybe allows a crit on 19's? I don't know, the +1 to attack rolls seemed the simplest bump... [/QUOTE]
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Any of these Feat changes look too good?
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