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General Tabletop Discussion
*Dungeons & Dragons
Assuming no GWM/SS, are different fighting styles roughly balanced?
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<blockquote data-quote="CapnZapp" data-source="post: 7222316" data-attributes="member: 12731"><p>A few things, in no particular order, that I believe would greatly enhance the game for people sensitive to charop:</p><p></p><p>* remove the general +2 bonus from the "Archery" fighting style. It is a far too generous and wholly misplaced bonus, given out by someone that completely underestimates the power of being able to project your party's force at range. <span style="font-size: 9px">Yes, if you're the only archer in the group ranged fire isn't broken, but once the players realize nobody needs to be melee-based, the game ceases to work as intended.</span> (I have added the two words "...with cover" to change it into "+2 against targets <u>with cover</u>")</p><p></p><p>* remove Crossbow Expert. It provides three benefits, all bad or misshapen. The, by far, most important reason is there should not be any way to remove ranged disadvantage when in melee. But also how the feat initially appears to allow the scimitar + hand crossbow fighting combo - it does not. What it does is overshadow dual wielding since it effectively allows you to dual-wield a single hand crossbow, AND it effectively gives you the "Two-Weapon Fighting" fighting style (the bonus action hand crossbow attack gains Dex to damage) so you can combine it with the "Archery" fighting style! The removal of "loading" is minor, and could concievably stay assuming the other nerfs to the SS/CE archer are implemented. The easiest solution is to simply bury the feat.</p><p></p><p>* remove the -5/+10 mechanism. 5th edition provides too many ways to turn misses into hits. This means that something like the Precision battlemaster maneuver is calibrated for a 1d12+5 attack - not a 1d12+15 attack! The feats can otherwise stay - replace the -5/+10 mechanism with a simple +1 Strength (for GWM) and a +1 Dexterity (for SS).</p><p></p><p>* completely reverse the recent clarification/errata on Eldritch Blast so it <strong>only</strong> scales with Warlock level. EB isn't too broken for a pure Warlock, but for a ranged martial its probably questionable and for a Sorcerer its right out. </p><p></p><p>Then I'd consider...</p><p></p><p>...adding a damage feat geared towards single-attack martials. Preferably something exclusive to melee (thrown is okay, but not ranged). This would be a feat that adds +X damage to a melee weapon attack <strong>once per turn</strong>. This would obviously help a fighter too, but the important take-away is that it should not scale with Extra Attack, so it helps the Rogue <u>just as much</u>. This would help to shore up many weak builds btw: the single weapon "Zorro" build, the valor bard, the war cleric, the sword and board etc...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7222316, member: 12731"] A few things, in no particular order, that I believe would greatly enhance the game for people sensitive to charop: * remove the general +2 bonus from the "Archery" fighting style. It is a far too generous and wholly misplaced bonus, given out by someone that completely underestimates the power of being able to project your party's force at range. [SIZE=1]Yes, if you're the only archer in the group ranged fire isn't broken, but once the players realize nobody needs to be melee-based, the game ceases to work as intended.[/SIZE] (I have added the two words "...with cover" to change it into "+2 against targets [U]with cover[/U]") * remove Crossbow Expert. It provides three benefits, all bad or misshapen. The, by far, most important reason is there should not be any way to remove ranged disadvantage when in melee. But also how the feat initially appears to allow the scimitar + hand crossbow fighting combo - it does not. What it does is overshadow dual wielding since it effectively allows you to dual-wield a single hand crossbow, AND it effectively gives you the "Two-Weapon Fighting" fighting style (the bonus action hand crossbow attack gains Dex to damage) so you can combine it with the "Archery" fighting style! The removal of "loading" is minor, and could concievably stay assuming the other nerfs to the SS/CE archer are implemented. The easiest solution is to simply bury the feat. * remove the -5/+10 mechanism. 5th edition provides too many ways to turn misses into hits. This means that something like the Precision battlemaster maneuver is calibrated for a 1d12+5 attack - not a 1d12+15 attack! The feats can otherwise stay - replace the -5/+10 mechanism with a simple +1 Strength (for GWM) and a +1 Dexterity (for SS). * completely reverse the recent clarification/errata on Eldritch Blast so it [B]only[/B] scales with Warlock level. EB isn't too broken for a pure Warlock, but for a ranged martial its probably questionable and for a Sorcerer its right out. Then I'd consider... ...adding a damage feat geared towards single-attack martials. Preferably something exclusive to melee (thrown is okay, but not ranged). This would be a feat that adds +X damage to a melee weapon attack [B]once per turn[/B]. This would obviously help a fighter too, but the important take-away is that it should not scale with Extra Attack, so it helps the Rogue [U]just as much[/U]. This would help to shore up many weak builds btw: the single weapon "Zorro" build, the valor bard, the war cleric, the sword and board etc... [/QUOTE]
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Assuming no GWM/SS, are different fighting styles roughly balanced?
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