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<blockquote data-quote="Blue" data-source="post: 7107376" data-attributes="member: 20564"><p>For your goals, this hangs together well.</p><p></p><p>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.</p><p></p><p>I might suggest slight buffs to two of them:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For hand crossbows and Crossbow expert there's some baggage from making them melee weapons that brings up questions.</p><p></p><p>Does that mean they get ability modifier to damage without needing the revised Sharpshooter?</p><p>How does the Two-Weapon fighting style fit in?</p><p>How does Sharpshooter fit in if either of the other two work?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Again, I understand your goals, I'm just wondering if the two rule changes together might multiply.</p></blockquote><p></p>
[QUOTE="Blue, post: 7107376, member: 20564"] 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. [/QUOTE]
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