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*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="smbakeresq" data-source="post: 6988512" data-attributes="member: 28301"><p>Rambling since I haven't been on in a while...</p><p></p><p></p><p>I used to love summoning builds but now they are just boring. When you could summon many different (but less powerful) things it had more oomph. But summoning shows how delicate balance can be, with he help action being more powerful than the aid another action used to be summoning almost had to be changed.</p><p></p><p>I do think alot of this would be mitigated by removing DEX to damage except with light weapons. That always made sense to me since DEX does improve accuracy of ranged weapons whereas the damage component would be set by pull or draw or weight of weapon. Making the PC take special steps to get the STR to damage component is also an added "get" on the adventure table. I know that's IRL thinking, but I am also a guy who made a Roman shield by hand, and a pilum also, just to do it. </p><p></p><p>Maybe the root of the problem is that there are less feats and the feats are less situation (always on) but more powerful. I loved my Goliath archer build with a large, composite bow and penetrating shot. It took a few levels to get going but then I was always trying to set up that situation tactically. It was fun.</p><p></p><p>I do think the solution lies in more but less powerful (or more situational) feats that are more accessible. However this will require delicate balance in many situations. For example the old Power Attack, greatly misunderstood by most players as you needed to know how much to power attack for to maximize damage, I made a chart for it so I would know. Great fun that feat was because there was always a sink or swim element to it. However the balance issue is monsters getting to use it, at all levels. Dragons shifting their whole attack bonus into multiple attacks just shredded people, even lower level creature could ramp up damage greatly as many of them used 2 handed weapons for double the bonus (giants.)</p><p>I think if monsters had feat access it would be much more deadly, even unbalanced possibly. </p><p></p><p>If this is done then ABI need to be thought out. I understand the bounded accuracy argument making ability scores "less" important, but still +1 to everything you do over many rolls adds up. I do think the archer fighting style with its + 2 bonus was poorly thought out, that's very powerful in a bounded accuracy environment, especially since they also put the -5/+10 for ranges in there. It's a rare situation in a bounded accuracy environment not to just turn it on all the time at -3/+10. </p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="smbakeresq, post: 6988512, member: 28301"] Rambling since I haven't been on in a while... I used to love summoning builds but now they are just boring. When you could summon many different (but less powerful) things it had more oomph. But summoning shows how delicate balance can be, with he help action being more powerful than the aid another action used to be summoning almost had to be changed. I do think alot of this would be mitigated by removing DEX to damage except with light weapons. That always made sense to me since DEX does improve accuracy of ranged weapons whereas the damage component would be set by pull or draw or weight of weapon. Making the PC take special steps to get the STR to damage component is also an added "get" on the adventure table. I know that's IRL thinking, but I am also a guy who made a Roman shield by hand, and a pilum also, just to do it. Maybe the root of the problem is that there are less feats and the feats are less situation (always on) but more powerful. I loved my Goliath archer build with a large, composite bow and penetrating shot. It took a few levels to get going but then I was always trying to set up that situation tactically. It was fun. I do think the solution lies in more but less powerful (or more situational) feats that are more accessible. However this will require delicate balance in many situations. For example the old Power Attack, greatly misunderstood by most players as you needed to know how much to power attack for to maximize damage, I made a chart for it so I would know. Great fun that feat was because there was always a sink or swim element to it. However the balance issue is monsters getting to use it, at all levels. Dragons shifting their whole attack bonus into multiple attacks just shredded people, even lower level creature could ramp up damage greatly as many of them used 2 handed weapons for double the bonus (giants.) I think if monsters had feat access it would be much more deadly, even unbalanced possibly. If this is done then ABI need to be thought out. I understand the bounded accuracy argument making ability scores "less" important, but still +1 to everything you do over many rolls adds up. I do think the archer fighting style with its + 2 bonus was poorly thought out, that's very powerful in a bounded accuracy environment, especially since they also put the -5/+10 for ranges in there. It's a rare situation in a bounded accuracy environment not to just turn it on all the time at -3/+10. Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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