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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="CapnZapp" data-source="post: 6987553" data-attributes="member: 12731"><p>I should probably add that my goal isnt to make "all PCs do approximately the same damage".</p><p></p><p>My goals include:</p><p>a) enabling all kinds of fighters to be viable: the Zorro, the Drizzt, the Greatmaul, the Knife Thrower and so on. By "viable" I mean that the difference in damage (to the best-in-class option, still for a fighter) can't be x2 or x3.</p><p>b) reestablishing melee as supreme over ranged. Ranged still has a role to play of course, but there should be a definite cost to pay if you want your primary mode of combat to be ranged.</p><p>c) not dooming Fighters to insignificance by implementing a+b (thanks!)</p><p></p><p>The solutions I will be exploring at this stage are:</p><p>a) removing the -5/+10 mechanism as being identified as <em>the</em> basic building block of all fighter builds with considerably higher DPR</p><p>b) changing the basic rule for wpn damage to always be Strength-based, thus creating a cost for the archer (who now needs both Str and Dex). Finesse weapons remain unchanged (they still enable Dex-based damage). Also, remove feats and part of feats that let you ignore cover, distance and being in melee.</p><p>c) removing at-will cantrips. Every character with at least one cantrip gets 3 cantrip slots (that recharge every short rest), and if you want to cast more you'll have to spend levelled spell slots. This number increases to 4 at 4th level and to 5 at 10th level. (I'm toying with changing the "Cantrips Known" column of spellcasting classes into "Cantrips Prepared/Memorized" as consolation. That is, you know all cantrips on your list; you just need to select which ones you can cast any given day. But that's off-topic in this context)</p><p></p><p>This still leaves a few builds identified by Hemlock:</p><p>* minions. I will simply leave that to be addressed another day and assume my players won't play Conjurors or Necromancers etc</p><p>* magic items. Since the DM is in control over magic item distribution, not a problem. (Or, more accurately, "it's only as big of a problem as the DM allows it to be").</p><p>* quickened Eldritch Blast. Partial fix - the sorlock can still do this two or three rounds every short rest.</p><p></p><p></p><p>Best regards,</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6987553, member: 12731"] I should probably add that my goal isnt to make "all PCs do approximately the same damage". My goals include: a) enabling all kinds of fighters to be viable: the Zorro, the Drizzt, the Greatmaul, the Knife Thrower and so on. By "viable" I mean that the difference in damage (to the best-in-class option, still for a fighter) can't be x2 or x3. b) reestablishing melee as supreme over ranged. Ranged still has a role to play of course, but there should be a definite cost to pay if you want your primary mode of combat to be ranged. c) not dooming Fighters to insignificance by implementing a+b (thanks!) The solutions I will be exploring at this stage are: a) removing the -5/+10 mechanism as being identified as [I]the[/I] basic building block of all fighter builds with considerably higher DPR b) changing the basic rule for wpn damage to always be Strength-based, thus creating a cost for the archer (who now needs both Str and Dex). Finesse weapons remain unchanged (they still enable Dex-based damage). Also, remove feats and part of feats that let you ignore cover, distance and being in melee. c) removing at-will cantrips. Every character with at least one cantrip gets 3 cantrip slots (that recharge every short rest), and if you want to cast more you'll have to spend levelled spell slots. This number increases to 4 at 4th level and to 5 at 10th level. (I'm toying with changing the "Cantrips Known" column of spellcasting classes into "Cantrips Prepared/Memorized" as consolation. That is, you know all cantrips on your list; you just need to select which ones you can cast any given day. But that's off-topic in this context) This still leaves a few builds identified by Hemlock: * minions. I will simply leave that to be addressed another day and assume my players won't play Conjurors or Necromancers etc * magic items. Since the DM is in control over magic item distribution, not a problem. (Or, more accurately, "it's only as big of a problem as the DM allows it to be"). * quickened Eldritch Blast. Partial fix - the sorlock can still do this two or three rounds every short rest. Best regards, [/QUOTE]
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