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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6988739" data-attributes="member: 6787650"><p>It actually does have pretty good parity between feats. There are a <em>lot</em> of really enticing feats. Off the top of my head: Lucky, Sharpshooter, Mobile, Inspiring Leader, Resilient, Warcaster, Alert are all top-drawer. GWM, Polearm Master, Heavy Armor Master, Sentinel, Defensive Duelist, Healer, Shield Master, Skulker, Crossbow Expert, Spell Sniper are only slightly below that. Moderately Armored, Dungeon Delver, Tough, Tavern Brawler, Mage Slayer, Dual Wielder, Actor, Observant are situational but sometimes excellent. (Athlete, Charger, Weapon Master, Savage Attacker are outright weak though.)</p><p></p><p>Those ratings are subjective, just like everything else that gets posted on Enworld, but the point is that with my powergamer hat on I still don't see any dominant choices and I <em>always</em> want more feats than I can possibly afford. The only "obvious" feat choice from my perspective is that an archer with Archery fighting style and three or more attacks will always want Sharpshooter as soon as he can get it; but that doesn't crowd out other choices because it's only one feat. For other kinds of archers (e.g. Mobile Shadow Monks tasked as primary scout and recon-in-force unit) Sharpshooter is nice to have, but less attractive than other options (e.g. Lucky, Alert, +2 Dex, +2 Wis) that can help you do your primary job.</p><p></p><p>Feats have pretty good parity. Fighting styles do not. Even in a featless game, an Archery fighter in a tough fight is always going to be much more impressed with his fighting style than a Great Weapon Fighting fighter is (at least, if he can do math--vs. AC 18 hobgoblins, that 3rd level archer will be doing +7/d10+3 for <strong>4.53</strong> DPR (up <strong>23%</strong> from <strong>3.68</strong> without the fighting style), but the 3rd level GWF fighter will be doing +5/reroll1s(2d6)+3 for <strong>4.95</strong> DPR (up <strong>13%</strong> from <strong>4.35</strong> without the fighting style)). Defense is also much better than Protection, and TWF is... well, it's a flat and very situational +1 to +5 damage per round as part of a bonus action attack. At low levels it looks attractive but it's really just kind of bad compared to Dueling.</p><p></p><p>One easy way to equalize combat styles would be to say that you pick a style (archery, 2-weapon fighting, two-handed fighting, one-handed fighting) and a benefit (+2 to hit, reroll 1s and 2s, +2 to damage) independently of each other. They're all equal now. Works for both featful and featless games.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6988739, member: 6787650"] It actually does have pretty good parity between feats. There are a [I]lot[/I] of really enticing feats. Off the top of my head: Lucky, Sharpshooter, Mobile, Inspiring Leader, Resilient, Warcaster, Alert are all top-drawer. GWM, Polearm Master, Heavy Armor Master, Sentinel, Defensive Duelist, Healer, Shield Master, Skulker, Crossbow Expert, Spell Sniper are only slightly below that. Moderately Armored, Dungeon Delver, Tough, Tavern Brawler, Mage Slayer, Dual Wielder, Actor, Observant are situational but sometimes excellent. (Athlete, Charger, Weapon Master, Savage Attacker are outright weak though.) Those ratings are subjective, just like everything else that gets posted on Enworld, but the point is that with my powergamer hat on I still don't see any dominant choices and I [I]always[/I] want more feats than I can possibly afford. The only "obvious" feat choice from my perspective is that an archer with Archery fighting style and three or more attacks will always want Sharpshooter as soon as he can get it; but that doesn't crowd out other choices because it's only one feat. For other kinds of archers (e.g. Mobile Shadow Monks tasked as primary scout and recon-in-force unit) Sharpshooter is nice to have, but less attractive than other options (e.g. Lucky, Alert, +2 Dex, +2 Wis) that can help you do your primary job. Feats have pretty good parity. Fighting styles do not. Even in a featless game, an Archery fighter in a tough fight is always going to be much more impressed with his fighting style than a Great Weapon Fighting fighter is (at least, if he can do math--vs. AC 18 hobgoblins, that 3rd level archer will be doing +7/d10+3 for [B]4.53[/B] DPR (up [B]23%[/B] from [B]3.68[/B] without the fighting style), but the 3rd level GWF fighter will be doing +5/reroll1s(2d6)+3 for [B]4.95[/B] DPR (up [B]13%[/B] from [B]4.35[/B] without the fighting style)). Defense is also much better than Protection, and TWF is... well, it's a flat and very situational +1 to +5 damage per round as part of a bonus action attack. At low levels it looks attractive but it's really just kind of bad compared to Dueling. One easy way to equalize combat styles would be to say that you pick a style (archery, 2-weapon fighting, two-handed fighting, one-handed fighting) and a benefit (+2 to hit, reroll 1s and 2s, +2 to damage) independently of each other. They're all equal now. Works for both featful and featless games. [/QUOTE]
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