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<blockquote data-quote="seergun" data-source="post: 6969698" data-attributes="member: 6856172"><p>Reading these has given me a couple of ideas. </p><p></p><p><strong>Martial Training</strong></p><p>Pick three out of the following options:</p><p></p><p># Increase your Strength score by 1, up to a maximum of 20</p><p># Increase your Dexterity score by 1, up to a maximum of 20</p><p># Proficiency with light armor</p><p># Proficiency with medium armor and shields (requires light armor proficiency)</p><p># Proficiency with heavy armor (requires medium armor proficiency)</p><p># Proficiency with three weapons of your choice</p><p></p><p>Yes, I realize this slightly breaks the standard, but I don't think many would say getting just an armor or 3 weapon proficiencies is quite worth a feat. Castors wanting heavy armor no longer have to start as a fighter, and they even get to bump STR and DEX... </p><p></p><p>The main reason I think this could work is because basically no one wants both STR and DEX. The only martial class without at least medium and martial weapons (besides monk, for obvious reasons) is rogue, and even then, the best AC medium can give is 16, unless they want disadvantage on their stealth checks, or by taking another feat. By level 4, I would assume all rogues already have studded leather and at least 16 DEX, so that's 15 AC, 18 DEX gives 16 AC. I'm discounting variant human, as the level 1 feat can get pretty dumb already and I don't think this is anywhere close to GWM or SS, two of the most glaring ones at that level. Arcane castors multi-classing with fighter would likely rather bump their casting stat instead of STR+DEX. Clerics that could use both would probably want both martial weapons AND heavy armor, so no change there over the old version.</p><p></p><p>EDIT: I didn't think of castors just going light, medium, heavy; that might be an issue. hmm...</p><p></p><p>The other feat I had an idea for is Savage attacker. This looks so cool to a newcomer, re-rolling your bad damage. I know it did to me last year, especially since I was making a rogue, all those die 6's! Then you look at it again and realize you can only reroll the actual weapon's dice...As for the throwing durable into it, this makes absolutely no sense to me. How does hitting harder make you recover health better? I get the joining bad feats together idea, it just makes no thematic sense to me.</p><p></p><p><strong>Savage Attacker</strong></p><ul> <li data-xf-list-type="ul">Once per turn, when you hit with a (melee?) weapon attack, you may add the average damage, rounded up, of your weapon (3 for d4, 4 for d6, etc) to your damage.</li> <li data-xf-list-type="ul">When you score a critical hit, you may add one maxed weapon die to your damage.</li> </ul><p></p><p>I know the wording is a bit odd, but I don't know how to better say this. I have no idea where this is on balance, but due note that the second point is better for the d12 weapons vs the 2d6, or that's the idea at least. No one uses the d12's over the 2d6's since they're just mathematically worse, except <em>maybe</em> half-orcs due to their savage attacks ability. Even then, it's probably still better to use a 2d6, I'm just trying to give a little bit of love to the least used die of the set. At level 4, wouldn't rolling 3d12+12+mod feel cooler than 5d6+6+mod?</p><p></p><p>It's quite possible this adds too much damage seeing as, so long as you hit, this increase is guaranteed. Rounding down instead of up may be better. I knew I wanted to add damage when you hit, but I didn't want to add just a flat die. To me, hitting harder with a dagger should not hit as harder than as a great ax hits. This lead to the average damage of your weapon, which I don't think has been used yet. I also knew I wanted to incorporate crits in, so I took inspiration from the half-orc and added another die. But, seeing as this is a feat, might as well make it powerful, so I maxed it. Another option would be to have the bonus action attack from GWM here if it got removed from GWM. Would probably replace the extra crit die in that instance. Limiting it to once a turn is also something that could be changed, but one of the reasons GWM and SS are so dumb is because they can be done on every attack.</p><p></p><p>The one thing I really want, but have no idea how to word, would be for the 2d6 weapons to only add 3/4 damage, instead of 6/7, seeing as their damage dice are d6's. "you may add the average damage, rounded up, of one of your weapon's dice to your damage"?</p><p></p><p>Anyway, what do you guys think?</p></blockquote><p></p>
[QUOTE="seergun, post: 6969698, member: 6856172"] Reading these has given me a couple of ideas. [B]Martial Training[/B] Pick three out of the following options: # Increase your Strength score by 1, up to a maximum of 20 # Increase your Dexterity score by 1, up to a maximum of 20 # Proficiency with light armor # Proficiency with medium armor and shields (requires light armor proficiency) # Proficiency with heavy armor (requires medium armor proficiency) # Proficiency with three weapons of your choice Yes, I realize this slightly breaks the standard, but I don't think many would say getting just an armor or 3 weapon proficiencies is quite worth a feat. Castors wanting heavy armor no longer have to start as a fighter, and they even get to bump STR and DEX... The main reason I think this could work is because basically no one wants both STR and DEX. The only martial class without at least medium and martial weapons (besides monk, for obvious reasons) is rogue, and even then, the best AC medium can give is 16, unless they want disadvantage on their stealth checks, or by taking another feat. By level 4, I would assume all rogues already have studded leather and at least 16 DEX, so that's 15 AC, 18 DEX gives 16 AC. I'm discounting variant human, as the level 1 feat can get pretty dumb already and I don't think this is anywhere close to GWM or SS, two of the most glaring ones at that level. Arcane castors multi-classing with fighter would likely rather bump their casting stat instead of STR+DEX. Clerics that could use both would probably want both martial weapons AND heavy armor, so no change there over the old version. EDIT: I didn't think of castors just going light, medium, heavy; that might be an issue. hmm... The other feat I had an idea for is Savage attacker. This looks so cool to a newcomer, re-rolling your bad damage. I know it did to me last year, especially since I was making a rogue, all those die 6's! Then you look at it again and realize you can only reroll the actual weapon's dice...As for the throwing durable into it, this makes absolutely no sense to me. How does hitting harder make you recover health better? I get the joining bad feats together idea, it just makes no thematic sense to me. [B]Savage Attacker[/B] [LIST] [*]Once per turn, when you hit with a (melee?) weapon attack, you may add the average damage, rounded up, of your weapon (3 for d4, 4 for d6, etc) to your damage. [*]When you score a critical hit, you may add one maxed weapon die to your damage. [/LIST] I know the wording is a bit odd, but I don't know how to better say this. I have no idea where this is on balance, but due note that the second point is better for the d12 weapons vs the 2d6, or that's the idea at least. No one uses the d12's over the 2d6's since they're just mathematically worse, except [I]maybe[/I] half-orcs due to their savage attacks ability. Even then, it's probably still better to use a 2d6, I'm just trying to give a little bit of love to the least used die of the set. At level 4, wouldn't rolling 3d12+12+mod feel cooler than 5d6+6+mod? It's quite possible this adds too much damage seeing as, so long as you hit, this increase is guaranteed. Rounding down instead of up may be better. I knew I wanted to add damage when you hit, but I didn't want to add just a flat die. To me, hitting harder with a dagger should not hit as harder than as a great ax hits. This lead to the average damage of your weapon, which I don't think has been used yet. I also knew I wanted to incorporate crits in, so I took inspiration from the half-orc and added another die. But, seeing as this is a feat, might as well make it powerful, so I maxed it. Another option would be to have the bonus action attack from GWM here if it got removed from GWM. Would probably replace the extra crit die in that instance. Limiting it to once a turn is also something that could be changed, but one of the reasons GWM and SS are so dumb is because they can be done on every attack. The one thing I really want, but have no idea how to word, would be for the 2d6 weapons to only add 3/4 damage, instead of 6/7, seeing as their damage dice are d6's. "you may add the average damage, rounded up, of one of your weapon's dice to your damage"? Anyway, what do you guys think? [/QUOTE]
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