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<blockquote data-quote="smbakeresq" data-source="post: 7004124" data-attributes="member: 28301"><p>Not capricious, but here are changes I use in no order</p><p></p><p>1. Powerful build trait - weapon size increase by 1 die. Beefs up Goliaths who otherwise are only unique because they can live at 20000 ft or in cold.</p><p></p><p>2. Critical hits - max damage plus an extra roll of damage dice. It sucks to roll at crit and then get 2 ones, players get disappointed. Applies to monsters too, so they get some crushing blows in, so be careful. Buffs Champions</p><p></p><p>3. Variant encumbrance - use it. Effectively limits much abuse, tell me how you carry 10 quivers of 20 arrows plus all your other gear and armor with your 10 Str Ranger. Figure out how you are carrying all that treasure out. Makes powerful build trait useful. Limits the 10 Str dwarf cleric from wearing plate mail as the weight gets them. All the CS builders use them so its easy to track.</p><p></p><p>4. Jump rules - if move 10' then max jump is STR or DEX. For every 5' of movement speed over 30' add 2' to max.</p><p></p><p>5. Athlete feat - add 5' to jump also</p><p></p><p>6. The Tempest cleric lvl 6 push feature works with thunder and lightening damage. </p><p></p><p>7. Savage Attacker - reroll all dice</p><p></p><p>8. Power Attack - Champions get it a level 3 also, you can take a penalty to hit equal up to proficiency bonus and move it damage. Weapons used in 2 hands get %50 more damage bonus. </p><p></p><p>9. Power attack for monsters - they get it too, up to their STR bonus. Again be careful, strong monster swinging for the fences can crush players.</p><p></p><p>10. Observant - how do you passively investigate? The bonus applies to you investigation checks.</p><p></p><p>11. Crossbow Expert - hand crossbows only. Crossbow of Speed still should be a great weapon find since it uses a larger die. Probably should just get rid of whole feat. It doesn't make any sense</p><p></p><p>12. Charge - anyone can charge, if you move 10' in a straight line +2 to attack or shove roll. Monsters can also, so be careful.</p><p></p><p>13 Fighter talent archery - +2 to damage, not + 2 to hit. Same as </p><p></p><p>14 Witch bolt - deleted in its entirety to avoid confusing players, same with True Strike. </p><p></p><p>15. Bless spell - flat +2 to hit. Faster at table and in bounded accuracy +2 is plenty for a 1st level spell.</p><p></p><p>16 Any weapon you can think of - give me a story why and if you commit to using it you can and I will think of something special. A halberd with a maul end instead of slashing, seems fine and worthy of + 2 bonus to shove checks. </p><p></p><p></p><p>more but cant think now.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7004124, member: 28301"] Not capricious, but here are changes I use in no order 1. Powerful build trait - weapon size increase by 1 die. Beefs up Goliaths who otherwise are only unique because they can live at 20000 ft or in cold. 2. Critical hits - max damage plus an extra roll of damage dice. It sucks to roll at crit and then get 2 ones, players get disappointed. Applies to monsters too, so they get some crushing blows in, so be careful. Buffs Champions 3. Variant encumbrance - use it. Effectively limits much abuse, tell me how you carry 10 quivers of 20 arrows plus all your other gear and armor with your 10 Str Ranger. Figure out how you are carrying all that treasure out. Makes powerful build trait useful. Limits the 10 Str dwarf cleric from wearing plate mail as the weight gets them. All the CS builders use them so its easy to track. 4. Jump rules - if move 10' then max jump is STR or DEX. For every 5' of movement speed over 30' add 2' to max. 5. Athlete feat - add 5' to jump also 6. The Tempest cleric lvl 6 push feature works with thunder and lightening damage. 7. Savage Attacker - reroll all dice 8. Power Attack - Champions get it a level 3 also, you can take a penalty to hit equal up to proficiency bonus and move it damage. Weapons used in 2 hands get %50 more damage bonus. 9. Power attack for monsters - they get it too, up to their STR bonus. Again be careful, strong monster swinging for the fences can crush players. 10. Observant - how do you passively investigate? The bonus applies to you investigation checks. 11. Crossbow Expert - hand crossbows only. Crossbow of Speed still should be a great weapon find since it uses a larger die. Probably should just get rid of whole feat. It doesn't make any sense 12. Charge - anyone can charge, if you move 10' in a straight line +2 to attack or shove roll. Monsters can also, so be careful. 13 Fighter talent archery - +2 to damage, not + 2 to hit. Same as 14 Witch bolt - deleted in its entirety to avoid confusing players, same with True Strike. 15. Bless spell - flat +2 to hit. Faster at table and in bounded accuracy +2 is plenty for a 1st level spell. 16 Any weapon you can think of - give me a story why and if you commit to using it you can and I will think of something special. A halberd with a maul end instead of slashing, seems fine and worthy of + 2 bonus to shove checks. more but cant think now. [/QUOTE]
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