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Community
General Tabletop Discussion
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Homebrew feats: Turning all feats into "half feat" category.
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<blockquote data-quote="famousringo" data-source="post: 6969782" data-attributes="member: 6792445"><p>I like this idea very much. In particular how it opens up abilities to builds that would normally ignore them because the cost was too high and benefit too low (e.g., a warlock might like to EB adjacent foes, but has little use for the rest of Crossbow Expert.</p><p></p><p>Some feedback on your particular feats.</p><p></p><p></p><p>I don't think this needs an extra +1. The Alert character at our table almost always goes first with +5, and that seems pretty powerful for a half feat.</p><p></p><p>May it never darken our door again.</p><p></p><p>I have concerns about this. Seems strong when you stack it up with the fighting style and Two Weapon Defense. More below.</p><p></p><p>Not clear whether that offhand OA triggers at the same time as the main hand or not. If it does, his OA hits way hard, if it doesn't, he can take a reaction and still get an OA, which is a pretty nice deal.</p><p></p><p>Okay, let's tally up what this looks like for a 6th level varhuman fighter versus another fighter with the great weapon feats. That's enough ASI/feat bonuses to cap strength and get two mini feats.</p><p></p><p>The dual wielder has a bonus action available for whatever, three attacks at 1d8 + 5 each for ~28.5 damage as an action, +1 AC, and two OAs for 1d8+5 each. He will scale better with any bonus that adds damage per attack, such as magic weapons, Rage, Hunter's Mark, and Crusader's Mantle. Can also spend Superiority Dice and Smites faster.</p><p></p><p>The greatsword wielder gets two attacks of 2d6 + 5 with rerolls for ~26.6 damage, can power attack for ~36.6 damage, may get bonus attack for another ~13.3 damage. no AC bonus, only one OA, though it does hit harder. He scales better with Haste and accuracy boosts.</p><p></p><p>Doesn't look too bad, actually. It does feel like the dual wielder gets a crazy number of actions between the bonus attack and OA, and he can expect to do more damage on a turn where the greatsword wielder doesn't cleave or power attack. They are pretty close though, maybe too close when you consider the extra AC the dual wielder enjoys.</p><p></p><p>Free, permanent Disengage seems strong to me. There are lots of features that help avoid OAs, but none are this strong. I say put the attack requirement back on mobile and tack the difficult terrain bonus onto it instead. +10 speed is a good enough bonus to be its own half feat.</p><p></p><p>Strong as a half-feat, IMO. Maybe Ritual Novitiate for spell levels 1 and 2 and Learned Ritualist for Rituals 3+? Or maybe levels 1 and 2 is enough and native ritual casters can continue feeling smug about their superior rituals.</p><p></p><p>Also seems strong for a half feat. Concentration advantage could easily be its own feat.</p><p></p><p>Overall, worth noting that this is a strict power boost. I know part of the intent was to bring feats up to the level of the most popular ones, but that plus the added flexibility and thefact that many of these half feats round up is going to make characters stronger, for sure.</p></blockquote><p></p>
[QUOTE="famousringo, post: 6969782, member: 6792445"] I like this idea very much. In particular how it opens up abilities to builds that would normally ignore them because the cost was too high and benefit too low (e.g., a warlock might like to EB adjacent foes, but has little use for the rest of Crossbow Expert. Some feedback on your particular feats. I don't think this needs an extra +1. The Alert character at our table almost always goes first with +5, and that seems pretty powerful for a half feat. May it never darken our door again. I have concerns about this. Seems strong when you stack it up with the fighting style and Two Weapon Defense. More below. Not clear whether that offhand OA triggers at the same time as the main hand or not. If it does, his OA hits way hard, if it doesn't, he can take a reaction and still get an OA, which is a pretty nice deal. Okay, let's tally up what this looks like for a 6th level varhuman fighter versus another fighter with the great weapon feats. That's enough ASI/feat bonuses to cap strength and get two mini feats. The dual wielder has a bonus action available for whatever, three attacks at 1d8 + 5 each for ~28.5 damage as an action, +1 AC, and two OAs for 1d8+5 each. He will scale better with any bonus that adds damage per attack, such as magic weapons, Rage, Hunter's Mark, and Crusader's Mantle. Can also spend Superiority Dice and Smites faster. The greatsword wielder gets two attacks of 2d6 + 5 with rerolls for ~26.6 damage, can power attack for ~36.6 damage, may get bonus attack for another ~13.3 damage. no AC bonus, only one OA, though it does hit harder. He scales better with Haste and accuracy boosts. Doesn't look too bad, actually. It does feel like the dual wielder gets a crazy number of actions between the bonus attack and OA, and he can expect to do more damage on a turn where the greatsword wielder doesn't cleave or power attack. They are pretty close though, maybe too close when you consider the extra AC the dual wielder enjoys. Free, permanent Disengage seems strong to me. There are lots of features that help avoid OAs, but none are this strong. I say put the attack requirement back on mobile and tack the difficult terrain bonus onto it instead. +10 speed is a good enough bonus to be its own half feat. Strong as a half-feat, IMO. Maybe Ritual Novitiate for spell levels 1 and 2 and Learned Ritualist for Rituals 3+? Or maybe levels 1 and 2 is enough and native ritual casters can continue feeling smug about their superior rituals. Also seems strong for a half feat. Concentration advantage could easily be its own feat. Overall, worth noting that this is a strict power boost. I know part of the intent was to bring feats up to the level of the most popular ones, but that plus the added flexibility and thefact that many of these half feats round up is going to make characters stronger, for sure. [/QUOTE]
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