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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Argyle King" data-source="post: 6984692" data-attributes="member: 58416"><p>For me, I've actually found that the other parts of the feat are the problem. You get bonus damage *and* you get to ignore the drawbacks of ranged combat.</p><p></p><p>If you were not able to ignore cover, I believe that -while the feat is still very good- the math works out in a way that is more similar to Great Weapon Fighting. </p><p></p><p>GWF is pretty good too, but the reason why Sharpshooter blows past even GWF is due to the ease in mitigating the ranged penalties. Archery style cuts down on the negatives and allows doing so from a distance. </p><p></p><p>What I would like to do is break down feats into smaller parts and have feat choices be more plentiful. What I struggle with is how to do that without essentially designing a different game. 5th Edition assumes a certain amount of ability score increases, and, supposedly, the feats are meant to be attractive choices even when compared to an ability score increase.</p><p></p><p>What I find is that I wish 5th Edition had borrowed the idea of 30 levels from 4th Edition. You could still have bounded accuracy and all of that stuff, but it would allow for more levels at which to gain things such as feats. In my head, this would allow feats and ability score increases to be broken down into smaller pieces. I'd also allow more opportunities for choice by having more levels where those smaller pieces could be chosen, and likely by having more feats. I do not believe I would want as many as 3rd Edition, but I would like more than what 5th edition has.</p><p></p><p>I think another thing which plays into the perception of something like Sharpshooter being so good is that I have limited choice, so picking something which looks obviously better than my other choices can feel more imperative.</p><p></p><p></p><p>edit: Thinking about it more, I also find that a lot of monsters seem too good to be rated at a particular level, but not quite good enough to be the next level. I've been tinkering around with learning monster creation a lot, and I often arrive at XP values which fall in between levels. I think having a little more granularity in how things break down could help me out there too.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6984692, member: 58416"] For me, I've actually found that the other parts of the feat are the problem. You get bonus damage *and* you get to ignore the drawbacks of ranged combat. If you were not able to ignore cover, I believe that -while the feat is still very good- the math works out in a way that is more similar to Great Weapon Fighting. GWF is pretty good too, but the reason why Sharpshooter blows past even GWF is due to the ease in mitigating the ranged penalties. Archery style cuts down on the negatives and allows doing so from a distance. What I would like to do is break down feats into smaller parts and have feat choices be more plentiful. What I struggle with is how to do that without essentially designing a different game. 5th Edition assumes a certain amount of ability score increases, and, supposedly, the feats are meant to be attractive choices even when compared to an ability score increase. What I find is that I wish 5th Edition had borrowed the idea of 30 levels from 4th Edition. You could still have bounded accuracy and all of that stuff, but it would allow for more levels at which to gain things such as feats. In my head, this would allow feats and ability score increases to be broken down into smaller pieces. I'd also allow more opportunities for choice by having more levels where those smaller pieces could be chosen, and likely by having more feats. I do not believe I would want as many as 3rd Edition, but I would like more than what 5th edition has. I think another thing which plays into the perception of something like Sharpshooter being so good is that I have limited choice, so picking something which looks obviously better than my other choices can feel more imperative. edit: Thinking about it more, I also find that a lot of monsters seem too good to be rated at a particular level, but not quite good enough to be the next level. I've been tinkering around with learning monster creation a lot, and I often arrive at XP values which fall in between levels. I think having a little more granularity in how things break down could help me out there too. [/QUOTE]
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