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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="Ovinomancer" data-source="post: 6989057" data-attributes="member: 16814"><p>I've nerfed sharpshooter to replace the -5/+10 with +1 DEX, although I'm unhappy with that solution now. The more I think about it, the issue I have is that it's just too easy to game away the few restrictions on ranged combat (this applies to sorlocks as well). I think a more comprehensive solution that addresses the fundamental imbalance is needed. To that end, my current thoughts are:</p><p>Changes to ranged:</p><p>1) rewrite sharpshooter to allow you to ignore cover penalties or range penalties, but not both at the same time. Require a bonus action be spent to engage either ability. +1 DEX.</p><p>2) rewrite crossbow expert to remove ignoring disad in melee. Replace with the ability to make an OA as if the crossbow was a melee weapon with reach 10'. Remove the extra attack for crossbows. Add +1 DEX</p><p>3) change archery style to allowing a bonus action attack with a ranged weapon if the attack action was used. (I don't mind ranged getting more attacks)</p><p>4) reduce the die for all ranged weapons by 1. Does not apply to thrown weapons.</p><p></p><p>Improvements to melee:</p><p>1) rewrite savage attacker to always add a d6 of damage to all attacks. (this is in line with many monster abilities)</p><p>2) change 2 weapon fighting style to allow add the die and effects of the second weapon to all attack damages (ie, a shortsword would add d6 to all attacks, a flametoungue short sword would add a d6 and a d6 fire to all attacks). Duel wielding feat remains the same.</p><p></p><p>Changes to casters:</p><p>1) don't allow classes abilities to mingle. Sorlocks couldn't quicken warlock spells (or cantrips gained from warlock levels) or cast warlock spells in sorcerer slots, or burn warlock spell slots for spell points, for example. Solves most of that problem (which resides in sorlocks).</p><p>2) change spellsniper to the same mechanic (bonus action to ignore cover) as SS</p><p>3) change eldritch spear to explicitly not stack with spell sniper</p><p></p><p>This is a work in progress, and I'd like to reiterate this is a thought experiment for me -- the only change I've made to my current game is the no -5/+10 to SS one and I'm perfectly fine. As I say to a player of mine, "this is mostly because I'd rather have a system that doesn't what I want rather than keep hoping none of my players decided to exploit the one we have. I'd rather swing the hammer before the behavior than have to fix it on the backside."</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6989057, member: 16814"] I've nerfed sharpshooter to replace the -5/+10 with +1 DEX, although I'm unhappy with that solution now. The more I think about it, the issue I have is that it's just too easy to game away the few restrictions on ranged combat (this applies to sorlocks as well). I think a more comprehensive solution that addresses the fundamental imbalance is needed. To that end, my current thoughts are: Changes to ranged: 1) rewrite sharpshooter to allow you to ignore cover penalties or range penalties, but not both at the same time. Require a bonus action be spent to engage either ability. +1 DEX. 2) rewrite crossbow expert to remove ignoring disad in melee. Replace with the ability to make an OA as if the crossbow was a melee weapon with reach 10'. Remove the extra attack for crossbows. Add +1 DEX 3) change archery style to allowing a bonus action attack with a ranged weapon if the attack action was used. (I don't mind ranged getting more attacks) 4) reduce the die for all ranged weapons by 1. Does not apply to thrown weapons. Improvements to melee: 1) rewrite savage attacker to always add a d6 of damage to all attacks. (this is in line with many monster abilities) 2) change 2 weapon fighting style to allow add the die and effects of the second weapon to all attack damages (ie, a shortsword would add d6 to all attacks, a flametoungue short sword would add a d6 and a d6 fire to all attacks). Duel wielding feat remains the same. Changes to casters: 1) don't allow classes abilities to mingle. Sorlocks couldn't quicken warlock spells (or cantrips gained from warlock levels) or cast warlock spells in sorcerer slots, or burn warlock spell slots for spell points, for example. Solves most of that problem (which resides in sorlocks). 2) change spellsniper to the same mechanic (bonus action to ignore cover) as SS 3) change eldritch spear to explicitly not stack with spell sniper This is a work in progress, and I'd like to reiterate this is a thought experiment for me -- the only change I've made to my current game is the no -5/+10 to SS one and I'm perfectly fine. As I say to a player of mine, "this is mostly because I'd rather have a system that doesn't what I want rather than keep hoping none of my players decided to exploit the one we have. I'd rather swing the hammer before the behavior than have to fix it on the backside." [/QUOTE]
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