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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="Ashkelon" data-source="post: 6988663" data-attributes="member: 6774887"><p>Seems a little heavy handed, no? Remove all feats because of a few bad apples?</p><p></p><p>The ideal solution was for the 5e designers to have noticed these issues (which were pointed out to them in the playtest alpha material) and not allowed such feats to have been created in the first place. The ideal solution would be to have more parity between various feat options so that the other options are more enticing. That would be a much better way to encrourage diversity of character builds than to remove feats entirely. Sadly, the designers didn't do a balance pass for feats and they remain more or less unchanged from the alpha playtest material. </p><p></p><p>Also, if you remove feats, you once again enter the 3e era of caster supremacy. Feats increase martial damage by upwards of 30%, so a game with no feats, the martial characters are noticeably less powerful while spellcasters remain relatively unchanged. Some changes would definitely need to be made to either eldritch blast with a 2 level warlock dip, or to bonus action spellcasting meta magic. Also, in a game with no feats multiclassing becomes even more enticing as delaying an ASI is less burdensome than delaying a key feat in a build.</p><p></p><p>Side note: Interestingly enough, if the bonus action spellcasting rule was changed so that you cannot cast two cantrips, you would actually reduce caster potential and bring it more in line with their martial counterparts.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6988663, member: 6774887"] Seems a little heavy handed, no? Remove all feats because of a few bad apples? The ideal solution was for the 5e designers to have noticed these issues (which were pointed out to them in the playtest alpha material) and not allowed such feats to have been created in the first place. The ideal solution would be to have more parity between various feat options so that the other options are more enticing. That would be a much better way to encrourage diversity of character builds than to remove feats entirely. Sadly, the designers didn't do a balance pass for feats and they remain more or less unchanged from the alpha playtest material. Also, if you remove feats, you once again enter the 3e era of caster supremacy. Feats increase martial damage by upwards of 30%, so a game with no feats, the martial characters are noticeably less powerful while spellcasters remain relatively unchanged. Some changes would definitely need to be made to either eldritch blast with a 2 level warlock dip, or to bonus action spellcasting meta magic. Also, in a game with no feats multiclassing becomes even more enticing as delaying an ASI is less burdensome than delaying a key feat in a build. Side note: Interestingly enough, if the bonus action spellcasting rule was changed so that you cannot cast two cantrips, you would actually reduce caster potential and bring it more in line with their martial counterparts. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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