D&D 5E Feats Redux

I realize you are saying something, but am too tired to understand what :)

Thanks though; I'm sure it'll clear up in the morning!

"Attack with a melee weapon" = any attack made with a weapon from the 'melee' section, including attacks that involve throwing said weapon
"Melee weapon attack" = only melee attacks made with a weapon
 

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Just one more thing...

SS and CE have great synergy, sure - but remember, this is only true for the one-attack character.

And no "dedicated" ranged character will have only one attack, except possibly Rogues (Bards?)

That is, "dedicated" ranged attackers will be Rangers and Fighters and whatnot, with at the very least two attacks. And they aren't interested in Crossbows since they can't shoot twice in a round.

So the "great synergy" will normally be available to dabblers, like Strength fighters and Clerics and stuff. And they will probably want to spend their feats on their real strengths instead.

Which leaves Crossbow Rogues. I have no problem with the odd Crossbow Rogue deciding it's worth two feats to add +10 damage to one single shot. (Compare Fighters with the old Crossbow Expert doing +10 damage to five or six shots a round!)



Zzzzap
 

Just one more thing...

SS and CE have great synergy, sure - but remember, this is only true for the one-attack character.

And no "dedicated" ranged character will have only one attack, except possibly Rogues (Bards?)

That is, "dedicated" ranged attackers will be Rangers and Fighters and whatnot, with at the very least two attacks. And they aren't interested in Crossbows since they can't shoot twice in a round.

So the "great synergy" will normally be available to dabblers, like Strength fighters and Clerics and stuff. And they will probably want to spend their feats on their real strengths instead.

Which leaves Crossbow Rogues. I have no problem with the odd Crossbow Rogue deciding it's worth two feats to add +10 damage to one single shot. (Compare Fighters with the old Crossbow Expert doing +10 damage to five or six shots a round!)

Got ya. The loading change makes it that only rogues (I'd say more martially oriented clerics who favor Dex as well, like Trickery. A niche case, granted.) would gravitate towards crossbows, and the danger is much more limited when giving a single attack character a larger bonus to attack.
 


For your goals, this hangs together well.

And I'm personally appreciative of anything that makes (non-hand) crossbows viable. Most one-attack classes either get attack cantrips or like rogue have good uses of bonus actions.

I might suggest slight buffs to two of them:

For Savage Attacker, the variation on weapon dice is not high. I'd allow it on every attack. Even on the highest, d12s, it gives about a +3 damage per attack. That's acceptable for half a feat for me. And it's lower on other weapons.

Cleave gives a great bonus - but rarely. I wish there was some way to have it trigger more frequently. Many encounters are roughly # of foes = # of PCs, which means this is probably a once per encounter feat. Too bad Bloodied isn't in the 5e lexicon, I'd suggest on both getting bloodied and on dropping.

For hand crossbows and Crossbow expert there's some baggage from making them melee weapons that brings up questions.

Does that mean they get ability modifier to damage without needing the revised Sharpshooter?
How does the Two-Weapon fighting style fit in?
How does Sharpshooter fit in if either of the other two work?

Looking at it, I wonder if taking ability damage and also removing the fighting style might go too far in that some standard archetypes are gimped. A longbow and a longsword (or rapier), each with a fighting style, have the same chance to hit though the longbow can get a reduction from cover that it partially offsets. The longbow does d8, the longsword does d8+STR+2 (dueling style). The longsword also only takes 1 hand, so you could have a shield for +2 AC on top of it.

It also seems to hit characters who want to be able to switch between ranged and melee, by requiring feat focus on the ranged side.

Again, I understand your goals, I'm just wondering if the two rule changes together might multiply.
 

I've been iterating over and adding feats myself with specific goals in mind: Split feats up as much as possible & reward risk-takers. To that end I've wound up with numerous half-feats (cost 1 of your 2 ASIs), some completely changed feats, and some feats I didn't touch. My measure of risk is how close do you have to be to melee to use this feat?

Melee feat +
Give yourself some sort of disadvantage +
Aid other PC +
Ranged feat -
Give yourself some sort of advantage -

As an example Sharpshooter was greatly changed:
It became a half-feat that increases your ability to ignore cover one step. From none to 1/2, and from 1/2 to 3/4. Can be taken up to 2 times.

A feat like Crossbow Expert was broken up into two half-feats:
1. Bonus Action fire crossbow & Ignore Loading feature.
2. Ranged Attacks are not disadvantaged when an enemy is within 5 feet.

Great Weapon Master became two half-feats:
1. Cleave (unchanged from feat).
2. Power Attack(-PROF to hit, +2x PROF to damage), better scaling with level and early on in their career they can't add huge damage.

Inspiring Leader became a half-feat and I reduced the time it takes to 1 minute instead of 10.
 

I might suggest slight buffs to two of them:

For Savage Attacker, the variation on weapon dice is not high. I'd allow it on every attack. Even on the highest, d12s, it gives about a +3 damage per attack. That's acceptable for half a feat for me. And it's lower on other weapons.
I'd reply to all your other comments, but first: my Savage Attacker gives an extra die, not a re-roll.

The d12 bonus would be +7 (actually 6,5) not +3 like with the original reroll.
 

My measure of risk is how close do you have to be to melee to use this feat?
Bingo.

This is exactly where the official 5e design falls short. They simply don't put a value on range itself.

This is why even if you feel GWM is okay you need to remove SS - why expose yourself to melee if you can get hold of the essential damage buff at 120 ft away?!

Likewise with Eldritch Blast. Sure your Sorlock isn't as sturdy as a Fighter, but what do you care when the monsters must run for, like, three rounds, before being able to attack you in melee... and you getting top dollar damage (d10's better than any one-handed weapon) and repellant to boot?!

Any fantasy design must make range cost you. You must be forced to compromise in ways you simply don't have to if you take the big slow axe option. Why else take that option?!
 

For hand crossbows and Crossbow expert there's some baggage from making them melee weapons that brings up questions.
This is exactly the kind of thoughtful analysis I want and need :)

Does that mean they get ability modifier to damage without needing the revised Sharpshooter?
How does the Two-Weapon fighting style fit in?
How does Sharpshooter fit in if either of the other two work?
The way I phrased was kind-of lazy. I looked directly at the two PHB sections I wanted to address, and just went "oh what the hell" and mentioned them. To reach industry-grade rules language, it's likely they need polish.

The intention is essentially that the feat transforms your hand crossbows into shortswords...
...for purposes of ranged attacks in close combat: they aren't ranged, they're melee, so you can shoot without disadvantage
...for purposes of two-weapon fighting: since they're now light melee weapons, two-weapon fighting applies: you can fire your off-hand hand crossbow using a bonus action, exactly like with an off-hand shortsword.

But since hand crossbows still aren't considered melee for any other purpose, they still count as ranged weapons that aren't thrown or finesse for purposes of (not) adding ability bonus to damage.

It is probably better and more clear to simply spell out how they can be used with either section without all the "used as melee weapons" malarkey.

I also need to use language that makes the interaction between Crossbow Expert and Dual Wield clear:
* bullet point 1 can apply (+1 AC when wielding twin hand crossbows). This isn't intentional, but I'm sure as heck not going to destroy the dream...
* bullet point 2 is kind of "does not apply" - there simply aren't any non-light crossbows that are one-handed
* drawing twin hand crossbows is harmless and cool, so why not?

Looking at it, I wonder if taking ability damage and also removing the fighting style might go too far in that some standard archetypes are gimped. A longbow and a longsword (or rapier), each with a fighting style, have the same chance to hit though the longbow can get a reduction from cover that it partially offsets. The longbow does d8, the longsword does d8+STR+2 (dueling style). The longsword also only takes 1 hand, so you could have a shield for +2 AC on top of it.

It also seems to hit characters who want to be able to switch between ranged and melee, by requiring feat focus on the ranged side.

Again, I understand your goals, I'm just wondering if the two rule changes together might multiply.
About the gimped archtypes, could you clarify which archetype got gimped?

Unless you mean the archer archetype...? which would make me even more confused - haven't I been clear that nerfing ranged is one of the main goals here...?

That previously longsword and longbow were "equal" (same d8, STR or DEX to damage, "same" +2 bonus) was a bad thing, and is one of the fundamental things 5e got wrong this Redux sets out to fix.

+2 to hit is MUCH better than +2 to damage by the way, so it wasn't just that the fighting styles were "equal" - Archery was actually straight-off better... even if you don't take the frikkin 150 ft range into account...! :eek: (If you object you need a feat to avoid disadvantage when in melee, you also need a feat to make two-weapon fighting work; and the very feat that voids the disadvantage gives you frikkin' two-weapon fighting at no extra cost :confused:)

By making the "Archery +2" conditioned on cover, it happens significantly less often. And more importantly and much less obviously, now it only reduces a bad thing rather than being a cornerstone of reaching minmaxing heights...!

You can still gain d8+DEX to longbow, you just need to take a feat (Sharpshooter) to gain it. Otherwise melee is clearly superior damagewise, and you will hopefully choose melee every time except where you can't get it to work (vs flying perhaps), where you need to fall back on your backup weapon: your longbow. :)

But I probably just misunderstood you somewhere...?
 

About the gimped archtypes, could you clarify which archetype got gimped?

Unless you mean the archer archetype...? which would make me even more confused - haven't I been clear that nerfing ranged is one of the main goals here...?

If you declare all ranged weapons do 1 damage it's nerfing the Archer archetype - but it's also invalidating it. I'm wondering if you've gone past the point of equaling out and into not playable.

So, let's go for two non-feat character with a 18 DEX. Maybe fighter 5, who knows.

One does MELEE, does d8+6 (rapier, DEX, dueling) and has +2 AC (shield).

One does RANGED, does d8 (longbow), and can offset the first -2 of cover (archery style).

Would you say that players will feel these options are even and players will pick them at roughly the same rate?

In other words, is ranged still an option, or have you gimped it too far that it's not viable unless someone wants to play a novelty build?

PLEASE don't respond with either:
(a) it USED to be ... - we're talking only about what you are presenting, not what you have removed.
(b) well, with these feats ... - because now you're saying there is a mandatory feat tax, and you are ignoring what those feats can do for the non-ranged character.

Your base rules - is Archer still viable?
 

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