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Feat Problems With PHB II
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<blockquote data-quote="Ditch" data-source="post: 2825608" data-attributes="member: 40316"><p>Crossbow Sniper is broke? A level 20 ranger gets how many attacks with a longbow? Loading a Heavy Crossbow is a full round action that provokes and even a Lt. Crossbow takes your move action for the round and still provokes, so you'd never get more than 1 attack (without dedicating more feats).</p><p></p><p>compare:</p><p>level 20 ranger with a mundane bow built for STR (+4 STR) attacking 4x per round for 1d8+4 damage</p><p></p><p>same 20 ranger spends a FEAT --Crossbow Sniper-- to use a crossbow (26 DEX) attacking 1x per round for 1d10+4</p><p></p><p>I don't know about you but I'll take my 4 attacks per round at 1d8+4. I kept this comparison as simple as possible, but clearly the longbow can get much, much more broken with rapid shot, multishot, shot on the run, etc. that a Heavy Crossbow can never accomplish (without adding even more feats).</p><p></p><p>If you count the exotic crossbows, well that's just adding even more feats into the mix. </p><p></p><p>I guess a rogue with Crossbow Sniper and using a Hand Crossbow (still a move action to reload without rapid reload) while using Rapid Reload could crank out some decent damage, but he could have done the same with a regular bow and fewer feats.</p><p></p><p>I understand what you are saying about Shield Ward and agree up to a point... but I really hate some of those feats you just mentioned so you've convinced me to take this feat on every toon I build, LOL.</p><p></p><p>Seriously though, Improved Trip and Improved Grapple are 2 of the most guilty culprits when it comes to broken feats, so I'd stear clear of using them to argue a point, hehe. Any feat that helps my wizard from being perma-pinned by a stupid monk owns in my book. Improved Grappling level one monks flurry to ensure that they succeed on the touch attack, don't provoke, get +4 to the opposed check, still deal damage on the round they establish the grapple and from then on the caster CANNOT cast? Then the caster wastes a full round of great d20 rolls to finally break out, only to be grappled again on the monk's next turn? I'll take two of any feat that helps me avoid this, thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Ditch, post: 2825608, member: 40316"] Crossbow Sniper is broke? A level 20 ranger gets how many attacks with a longbow? Loading a Heavy Crossbow is a full round action that provokes and even a Lt. Crossbow takes your move action for the round and still provokes, so you'd never get more than 1 attack (without dedicating more feats). compare: level 20 ranger with a mundane bow built for STR (+4 STR) attacking 4x per round for 1d8+4 damage same 20 ranger spends a FEAT --Crossbow Sniper-- to use a crossbow (26 DEX) attacking 1x per round for 1d10+4 I don't know about you but I'll take my 4 attacks per round at 1d8+4. I kept this comparison as simple as possible, but clearly the longbow can get much, much more broken with rapid shot, multishot, shot on the run, etc. that a Heavy Crossbow can never accomplish (without adding even more feats). If you count the exotic crossbows, well that's just adding even more feats into the mix. I guess a rogue with Crossbow Sniper and using a Hand Crossbow (still a move action to reload without rapid reload) while using Rapid Reload could crank out some decent damage, but he could have done the same with a regular bow and fewer feats. I understand what you are saying about Shield Ward and agree up to a point... but I really hate some of those feats you just mentioned so you've convinced me to take this feat on every toon I build, LOL. Seriously though, Improved Trip and Improved Grapple are 2 of the most guilty culprits when it comes to broken feats, so I'd stear clear of using them to argue a point, hehe. Any feat that helps my wizard from being perma-pinned by a stupid monk owns in my book. Improved Grappling level one monks flurry to ensure that they succeed on the touch attack, don't provoke, get +4 to the opposed check, still deal damage on the round they establish the grapple and from then on the caster CANNOT cast? Then the caster wastes a full round of great d20 rolls to finally break out, only to be grappled again on the monk's next turn? I'll take two of any feat that helps me avoid this, thanks. :p [/QUOTE]
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