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Fixing the Champion
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<blockquote data-quote="krakistophales" data-source="post: 6806445" data-attributes="member: 6775149"><p>I'll admit that game had a lot of people come and go, and therefore party composition was wonky and you couldn't rely on the cleric because he appeared and left and so forth. However, If we're already going to 17, then 16 shouldn't be that much of a stretch. Remember this is at 15th level. In previous editions, you could expand your critical range to 15 or in some rare cases even less, all while having a triple or quadruple modifier to both dice and static bonuses. To allow an extra 12 damage 25% of the time isn't so dangerous that I would think it OP.</p><p></p><p>For remarkable athlete, full proficiency bonus is all it needs. Half is just ridiculous.</p><p></p><p>As for the fighting style, I guess we'll have to agree to disagree there. The reason I would offer a flat bonus and call it something like "Veteran Warrior" or something is the fact that most people are going to stick to one fighting style and optimize it, and therefore will take the only other viable option, which is the +1 AC. Sure, some people might go for flavor and try to have another fighting style as a "backup" or however they justify it, but by and large someone who's optimizing will have chosen great weapon fighting with a greataxe, greatsword, or maul, and therefore the only thing they're going for is more AC. With the new fix, you can either decide to go defensively and keep that +1 AC you'd get anyway, but this way you give those people the option to be even deadlier with a flat +1 to hit and damage instead, which gives a little more leeway in choosing.</p></blockquote><p></p>
[QUOTE="krakistophales, post: 6806445, member: 6775149"] I'll admit that game had a lot of people come and go, and therefore party composition was wonky and you couldn't rely on the cleric because he appeared and left and so forth. However, If we're already going to 17, then 16 shouldn't be that much of a stretch. Remember this is at 15th level. In previous editions, you could expand your critical range to 15 or in some rare cases even less, all while having a triple or quadruple modifier to both dice and static bonuses. To allow an extra 12 damage 25% of the time isn't so dangerous that I would think it OP. For remarkable athlete, full proficiency bonus is all it needs. Half is just ridiculous. As for the fighting style, I guess we'll have to agree to disagree there. The reason I would offer a flat bonus and call it something like "Veteran Warrior" or something is the fact that most people are going to stick to one fighting style and optimize it, and therefore will take the only other viable option, which is the +1 AC. Sure, some people might go for flavor and try to have another fighting style as a "backup" or however they justify it, but by and large someone who's optimizing will have chosen great weapon fighting with a greataxe, greatsword, or maul, and therefore the only thing they're going for is more AC. With the new fix, you can either decide to go defensively and keep that +1 AC you'd get anyway, but this way you give those people the option to be even deadlier with a flat +1 to hit and damage instead, which gives a little more leeway in choosing. [/QUOTE]
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