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Feats Redux II
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<blockquote data-quote="Blue" data-source="post: 7142262" data-attributes="member: 20564"><p>So much good stuff to talk about, if I do this with ENWorld's normal quoting it'll turn into such a wall of text, so forgive me if I use an alternate formatting to reduce that some.</p><p></p><p><strong>[CZ] But the end result is that everybody can take the Charger feat, and everybody can use it, thanks to the new Running rule.</strong></p><p><strong></strong></p><p>Understood now. That's great.</p><p></p><p>Trying to think up abuses and not finding any. Closest I can get is a rogue 2/caster X could cast a spell, charge and attack once (not using the attack action), delivering their "massive" +1d6 SA. In other words, looks good.</p><p></p><p><strong> [Blue] Worried savage attack still not up to par</strong></p><p><strong>[CZ] Me too. Not sure what to do about it. </strong></p><p><strong>At least it's easier to buff things than to nerf them. My biggest concern is when you lot tell me something is too good.</strong></p><p><strong></strong></p><p>What niche needs to be filled with this feat? GWM (both yours and the original) add damage to two-handed weapons. If none, maybe just drop it.</p><p></p><p>Side note, "Savage Attacker" and "Great Weapon Master" names fit better if you switch them - which one sounds like you are giving up accuracy to pund harder? I wouldn't do it because it would confused people.</p><p></p><p><strong> [Blue] ...and mandatory for rogue if there is ever a finessable 2H weapon like the D&D Next katana.</strong></p><p><strong>[CZ] Feel free to explain mandatory katanas if you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p></p><p>Just that being able to reroll all of your sneak attack damage would be really nice. But no default weapon has two-handed melee (for this) and finesse (to deliver SA damage).</p><p></p><p><strong>[CB] I'm sure plenty of people will dislike the new Archery Style. The alternative is to remove it entirely, however. </strong></p><p><strong></strong></p><p><strong>So let's not discuss it in terms of it being too weak. Let's discuss it in terms of how needlessly good it was before, and how ranged fighting is so damn good in 5E it certainly didn't need a super-generous general +2 to everything...!</strong></p><p><strong></strong></p><p>I think the correct place to compare it it is how it compares to the other Fighting Styles that will be active in your game.</p><p></p><p><strong> [CZ] +2 to actual disadvantage... I guess I can do it. Minmaxers won't think of it as an improvement, though. Making attacks at actual disadvantage is something you never do.</strong></p><p><strong></strong></p><p>You know, I'm not too worried about optimizers. They will have a good enough character regardless, and if this doesn't help tune that little extra bit of DPS/whatever I'm fine with that. However, it will help the "regular player" who wants to play an archer and does sometimes have disadvantage.</p><p></p><p>(And I say this happily optimizing when playing at tables that optimize, and also cheerfully "detuning" my character if they are made too well for the table so we're all at the same level.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7142262, member: 20564"] So much good stuff to talk about, if I do this with ENWorld's normal quoting it'll turn into such a wall of text, so forgive me if I use an alternate formatting to reduce that some. [B][CZ] But the end result is that everybody can take the Charger feat, and everybody can use it, thanks to the new Running rule. [/B] Understood now. That's great. Trying to think up abuses and not finding any. Closest I can get is a rogue 2/caster X could cast a spell, charge and attack once (not using the attack action), delivering their "massive" +1d6 SA. In other words, looks good. [B] [Blue] Worried savage attack still not up to par [CZ] Me too. Not sure what to do about it. At least it's easier to buff things than to nerf them. My biggest concern is when you lot tell me something is too good. [/B] What niche needs to be filled with this feat? GWM (both yours and the original) add damage to two-handed weapons. If none, maybe just drop it. Side note, "Savage Attacker" and "Great Weapon Master" names fit better if you switch them - which one sounds like you are giving up accuracy to pund harder? I wouldn't do it because it would confused people. [B] [Blue] ...and mandatory for rogue if there is ever a finessable 2H weapon like the D&D Next katana. [CZ] Feel free to explain mandatory katanas if you like :)[/B] Just that being able to reroll all of your sneak attack damage would be really nice. But no default weapon has two-handed melee (for this) and finesse (to deliver SA damage). [B][CB] I'm sure plenty of people will dislike the new Archery Style. The alternative is to remove it entirely, however. So let's not discuss it in terms of it being too weak. Let's discuss it in terms of how needlessly good it was before, and how ranged fighting is so damn good in 5E it certainly didn't need a super-generous general +2 to everything...! [/B] I think the correct place to compare it it is how it compares to the other Fighting Styles that will be active in your game. [B] [CZ] +2 to actual disadvantage... I guess I can do it. Minmaxers won't think of it as an improvement, though. Making attacks at actual disadvantage is something you never do. [/B] You know, I'm not too worried about optimizers. They will have a good enough character regardless, and if this doesn't help tune that little extra bit of DPS/whatever I'm fine with that. However, it will help the "regular player" who wants to play an archer and does sometimes have disadvantage. (And I say this happily optimizing when playing at tables that optimize, and also cheerfully "detuning" my character if they are made too well for the table so we're all at the same level.) [/QUOTE]
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