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General Tabletop Discussion
*Dungeons & Dragons
Fighting Styles vs Feats, which is better?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7523484" data-attributes="member: 6775031"><p>These fighting styles don't exist in a game that uses feats as written, so they're intended to also cover some of the ground that their iconic feats provide. I mean, feats are an optional rule anyway, so I'd rather that fighting styles be balanced on their own instead of relying on feats to keep them balanced.</p><p></p><p>I took the core archery style as the baseline, since +2 to hit with almost every attack is very easy to parse, and then simplified and diversified. The core archery style is strong, and I want fighting styles to be a big deal, so I raised everything else to its level. A +2 bonus to hit is very similar to +2 with ranged attacks, except it's easier to implement, and it also covers the 1% of situations where an archer is forced into melee. A +2 bonus to AC would be too strong, even though it's an obvious counter to +2 on attacks, but splitting it to cover both AC and saving throws means that enemies don't get to trivially bypass your defense by just casting a spell. Splitting a bonus between attack and AC is an obvious way to represent the historical benefits of off-hand parrying with the traditional game benefits of increased accuracy, while adding the two weapon damage dice together allows it to scale appropriately with extra attacks.</p><p></p><p>Adding proficiency to damage rolls is an outlier, but it feels about right for someone who cares about damage, so I didn't examine that one too closely. It's less spiky than Power Attack, and easier to implement, so that's good enough for me.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7523484, member: 6775031"] These fighting styles don't exist in a game that uses feats as written, so they're intended to also cover some of the ground that their iconic feats provide. I mean, feats are an optional rule anyway, so I'd rather that fighting styles be balanced on their own instead of relying on feats to keep them balanced. I took the core archery style as the baseline, since +2 to hit with almost every attack is very easy to parse, and then simplified and diversified. The core archery style is strong, and I want fighting styles to be a big deal, so I raised everything else to its level. A +2 bonus to hit is very similar to +2 with ranged attacks, except it's easier to implement, and it also covers the 1% of situations where an archer is forced into melee. A +2 bonus to AC would be too strong, even though it's an obvious counter to +2 on attacks, but splitting it to cover both AC and saving throws means that enemies don't get to trivially bypass your defense by just casting a spell. Splitting a bonus between attack and AC is an obvious way to represent the historical benefits of off-hand parrying with the traditional game benefits of increased accuracy, while adding the two weapon damage dice together allows it to scale appropriately with extra attacks. Adding proficiency to damage rolls is an outlier, but it feels about right for someone who cares about damage, so I didn't examine that one too closely. It's less spiky than Power Attack, and easier to implement, so that's good enough for me. [/QUOTE]
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Fighting Styles vs Feats, which is better?
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