CapnZapp
Legend
I've made two well-visited feat-related threads previous* but this thread is triggered by the fact my OotA campaign has run to its close and I want to incorporate my playtest experiences in the next, and also because of:
Basic rules changes
When making a ranged weapon attack, you don't add your ability modifier to damage, unless the weapon has the finesse or thrown property.
Archery fighting style
You gain +2 to ranged weapon attacks against targets with cover.
Sharpshooter Feat
* You may add your ability modifier to damage when making ranged weapon attacks.
* Increase the short and long ranges of all ranged weapon by a distance equal to the weapon's short range. A shortbow, for instance, has a short range of 80 ft. Its range goes from 80/320 to 160/400.
Crossbow Expert Feat
* +2 to attack with two-handed crossbows
* +5 to damage with heavy crossbows
* You count the hand crossbow as a melee weapon for purposes of "Ranged Attacks in Close Combat" and "Two-Weapon Fighting" (both sections on page 195 of the PHB).
Savage Attacker Feat
* Once per turn, when you roll damage for a melee weapon attack you made with two hands, you get to roll the weapon's damage dice twice.
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Cleave Feat
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Once per turn, when you reduce a creature within 30 ft to 0 hit points with a weapon attack, you can make one weapon attack as a free action.
Zapp
*) The previous feat discussions:
http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review
http://www.enworld.org/forum/showthread.php?508501-Feat-Workshop
So what I need is a list of feats that does away with all the niggles I've discussed previously: abusing the +5/-10 mechanism, ignore range, and being in melee. Plus reverting the basic rules assumption to a "melee centric game", just enough to make a difference while still allowing kewl ranged concepts.The end analysis is that WotC have made it too cheap to build a ranged characters. Compared to 3rd edition, ranged fire is better/cheaper/less restrictive in at least seven ways, some more significant than others.
Roll back some or all of these ill-advised changes is the only true solution:
- getting to add ability bonus to damage (you didn't in 3E)
- getting to add Dexterity not Strength to damage
- being able to ignore cover (Sharpshooter)
- being able to ignore range (Sharpshooter)
- being able to ignore elf/target being attacked in melee (Crossbow Expert)
- being able to effectively "dualwield" a ranged weapon (Crossbow Expert)
- being able to effectively stack two weapon fighting styles (Crossbow Expert effectively gives you Two-Weapon Fighting which you can stack with Archery)
- being able to stack bow and ammo magic bonuses
- being able to "power attack" with ranged weapon (the -5/+10 part of Sharpshooter)
- being able to shoot effectively while on the move (a requisite for "kiting"). In 3E, you only got "extra attack" if you stood still
Okay, so this wasn't seven points. It was ten. And still I've probably forgot one!
Just sayin' lest we forget there is a definite price to be paid for all these cool "dex builds"...
Basic rules changes
When making a ranged weapon attack, you don't add your ability modifier to damage, unless the weapon has the finesse or thrown property.
Archery fighting style
You gain +2 to ranged weapon attacks against targets with cover.
Sharpshooter Feat
* You may add your ability modifier to damage when making ranged weapon attacks.
* Increase the short and long ranges of all ranged weapon by a distance equal to the weapon's short range. A shortbow, for instance, has a short range of 80 ft. Its range goes from 80/320 to 160/400.
Crossbow Expert Feat
* +2 to attack with two-handed crossbows
* +5 to damage with heavy crossbows
* You count the hand crossbow as a melee weapon for purposes of "Ranged Attacks in Close Combat" and "Two-Weapon Fighting" (both sections on page 195 of the PHB).
Savage Attacker Feat
* Once per turn, when you roll damage for a melee weapon attack you made with two hands, you get to roll the weapon's damage dice twice.
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Cleave Feat
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* Once per turn, when you reduce a creature within 30 ft to 0 hit points with a weapon attack, you can make one weapon attack as a free action.
Zapp
*) The previous feat discussions:
http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review
http://www.enworld.org/forum/showthread.php?508501-Feat-Workshop
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