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Five new feats: Please critique
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<blockquote data-quote="Vicar In A Tutu" data-source="post: 6614300" data-attributes="member: 26968"><p>Thank you for the very detailed feedback! </p><p></p><p></p><p>A lot of people don't like the 1 automatically becoming a 10. I think I'll follow your advice and allow the player to reroll a 1 instead and must take the new roll, even if it's another 1. I don't like restricting it to once per short / long rest, as I don't think that's necessary. It's not that strong</p><p></p><p></p><p></p><p>When modelling the specific bonus of a mace, I did some googling. In most of the sources I read (admittedly they were all online and not particularly in depth), maces were in medieval times "armor fighting weapons". I wanted them to extra effective against armored opponents. I agree that the most elegant way of going about this would be to make a single feat for all bludgeoning weapons. I just like there to be more granularity and differentation between the weapons, not just the weapon types. With that said, I think the feat you suggested, giving unconditional stun for 1 round on a critical (no saving throw) is a bit too powerful. Against bosses, because there is no saving throw, the potential of just losing 1 round would be catastrophic. The variance would be a bit too much, I think. </p><p></p><p></p><p>Simply put I don't want to make a feat that only work if you meet a particular type of enemy. I want to make a thematic feat, based on a type of enemy and several of the most iconic creatures in that type and / or scenarios that this type of creature evokes. The first bonus comes from the iconic ability of ghouls (but also liches and revenants). The second bonus harkens to the iconic imagery of being surrounded by hordes of ravenous dead (zombies, skeletons, etc. often attack in large groups). The third bonus shuts down the zombies Undead Fortitude. If all the bonuses from a feat only work against a specific type of enemy, the feat is far too narrow.</p></blockquote><p></p>
[QUOTE="Vicar In A Tutu, post: 6614300, member: 26968"] Thank you for the very detailed feedback! A lot of people don't like the 1 automatically becoming a 10. I think I'll follow your advice and allow the player to reroll a 1 instead and must take the new roll, even if it's another 1. I don't like restricting it to once per short / long rest, as I don't think that's necessary. It's not that strong When modelling the specific bonus of a mace, I did some googling. In most of the sources I read (admittedly they were all online and not particularly in depth), maces were in medieval times "armor fighting weapons". I wanted them to extra effective against armored opponents. I agree that the most elegant way of going about this would be to make a single feat for all bludgeoning weapons. I just like there to be more granularity and differentation between the weapons, not just the weapon types. With that said, I think the feat you suggested, giving unconditional stun for 1 round on a critical (no saving throw) is a bit too powerful. Against bosses, because there is no saving throw, the potential of just losing 1 round would be catastrophic. The variance would be a bit too much, I think. Simply put I don't want to make a feat that only work if you meet a particular type of enemy. I want to make a thematic feat, based on a type of enemy and several of the most iconic creatures in that type and / or scenarios that this type of creature evokes. The first bonus comes from the iconic ability of ghouls (but also liches and revenants). The second bonus harkens to the iconic imagery of being surrounded by hordes of ravenous dead (zombies, skeletons, etc. often attack in large groups). The third bonus shuts down the zombies Undead Fortitude. If all the bonuses from a feat only work against a specific type of enemy, the feat is far too narrow. [/QUOTE]
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