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General Tabletop Discussion
*Dungeons & Dragons
Crossbow Expert redux
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<blockquote data-quote="Kobold Stew" data-source="post: 7228704" data-attributes="member: 23484"><p>A few thoughts:</p><p></p><p>1. Currently, the most important benefit from the crossbow expert feat is the second bullet point, which takes away disadvantage for (all) ranged attack rolls when within 5'. That's powerful, and means the feat (despite the name) is widely used by archers and spellcasters. You're eliminating that aspect with the result that an important and fun feat ability is lost.</p><p></p><p>2. As you've noted, there are lots of sliding parts, and this works better with a revised fighting style. That makes it harder to take only some of your suggestions -- they become too interlinked. I'd suggest making the feat work on its own, rather than be balanced only with other changes.</p><p></p><p>3. I find the combination of to hit and damage bonuses too much -- crossbows are already an effective weapon. Yes, they become terrifying this way, but it seems too much.</p><p>I've got two suggestions. </p><p>* First would be to adjust the damage bonus as follows:</p><p><strong>Additionally, you may add your strength bonus to damage with two-handed crossbows</strong>. This expands it to light crossbows too (so small users can benefit), but requires player investment. It also reflects something about the nature of loading crossbows.</p><p>* Secondly, if you are keeping the bonus to hit (and the feat is mighty effective without it), I would suggest giving the feat a prerequisite of 13 Strength. </p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7228704, member: 23484"] A few thoughts: 1. Currently, the most important benefit from the crossbow expert feat is the second bullet point, which takes away disadvantage for (all) ranged attack rolls when within 5'. That's powerful, and means the feat (despite the name) is widely used by archers and spellcasters. You're eliminating that aspect with the result that an important and fun feat ability is lost. 2. As you've noted, there are lots of sliding parts, and this works better with a revised fighting style. That makes it harder to take only some of your suggestions -- they become too interlinked. I'd suggest making the feat work on its own, rather than be balanced only with other changes. 3. I find the combination of to hit and damage bonuses too much -- crossbows are already an effective weapon. Yes, they become terrifying this way, but it seems too much. I've got two suggestions. * First would be to adjust the damage bonus as follows: [B]Additionally, you may add your strength bonus to damage with two-handed crossbows[/B]. This expands it to light crossbows too (so small users can benefit), but requires player investment. It also reflects something about the nature of loading crossbows. * Secondly, if you are keeping the bonus to hit (and the feat is mighty effective without it), I would suggest giving the feat a prerequisite of 13 Strength. Hope this helps. [/QUOTE]
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