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<blockquote data-quote="CapnZapp" data-source="post: 7106104" data-attributes="member: 12731"><p>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:</p><p></p><p></p><p>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.</p><p></p><p><u>Basic rules changes</u></p><p>When making a ranged weapon attack, you <strong>don't</strong> add your ability modifier to damage, unless the weapon has the <em>finesse </em>or <em>thrown </em>property.</p><p></p><p><u>Archery fighting style</u></p><p>You gain +2 to ranged weapon attacks against targets <strong>with cover</strong>.</p><p></p><p><u>Sharpshooter Feat</u></p><p>* You <strong>may</strong> add your ability modifier to damage when making ranged weapon attacks.</p><p>* <strong>Increase the short and long ranges</strong> 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.</p><p></p><p><u>Crossbow Expert Feat</u></p><p>* <strong>+2 to attack</strong> with <em>two-handed</em> crossbows</p><p>* <strong>+5 to damage</strong> with <em>heavy</em> crossbows</p><p>* You count the hand crossbow <strong>as a melee weapon</strong> for purposes of "Ranged Attacks in Close Combat" and "Two-Weapon Fighting" (both sections on page 195 of the PHB).</p><p></p><p><u>Savage Attacker Feat</u></p><p>* Once per turn, when you roll damage for a melee weapon attack you made with two hands, you get to <strong>roll the weapon's damage dice twice</strong>. </p><p>* 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.</p><p></p><p><u>Cleave Feat</u></p><p>* Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p>* 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 <strong>free action</strong>.</p><p></p><p></p><p></p><p>Zapp</p><p></p><p>*) The previous feat discussions:</p><p><a href="http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review" target="_blank">http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review</a></p><p><a href="http://www.enworld.org/forum/showthread.php?508501-Feat-Workshop" target="_blank">http://www.enworld.org/forum/showthread.php?508501-Feat-Workshop</a></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7106104, member: 12731"] 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: 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. [U]Basic rules changes[/U] When making a ranged weapon attack, you [B]don't[/B] add your ability modifier to damage, unless the weapon has the [I]finesse [/I]or [I]thrown [/I]property. [U]Archery fighting style[/U] You gain +2 to ranged weapon attacks against targets [B]with cover[/B]. [U]Sharpshooter Feat[/U] * You [B]may[/B] add your ability modifier to damage when making ranged weapon attacks. * [B]Increase the short and long ranges[/B] 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. [U]Crossbow Expert Feat[/U] * [B]+2 to attack[/B] with [I]two-handed[/I] crossbows * [B]+5 to damage[/B] with [I]heavy[/I] crossbows * You count the hand crossbow [B]as a melee weapon[/B] for purposes of "Ranged Attacks in Close Combat" and "Two-Weapon Fighting" (both sections on page 195 of the PHB). [U]Savage Attacker Feat[/U] * Once per turn, when you roll damage for a melee weapon attack you made with two hands, you get to [B]roll the weapon's damage dice twice[/B]. * 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. [U]Cleave Feat[/U] * 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 [B]free action[/B]. Zapp *) The previous feat discussions: [url]http://www.enworld.org/forum/showthread.php?494701-2016-Feats-Review[/url] [url]http://www.enworld.org/forum/showthread.php?508501-Feat-Workshop[/url] [/QUOTE]
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