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Homebrewing a Crossbow Feat
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<blockquote data-quote="SakanaSensei" data-source="post: 8683187" data-attributes="member: 7033162"><p>I love looking at 3rd Party Products from all kinds of designers, because a lot of the time their takes on mechanics speak to me more than what WotC has put out. On the point of "not requiring training like a longbow, which isn't represented well in DnD," I love how Mage Hand Press handled firearms: don't add your modifier to damage rolls, but the weapons deal an extra die of damage. So where a hand crossbow is a d6+dex damage, a revolver is 2d6. There's chance for a higher swing, especially if you critically hit, but you will have less consistency.</p><p></p><p>For crossbows, if you're willing to fiddle with numbers, a way to represent this in game would be to adjust the damage dice in a similar fashion. Heavy Crossbow does 2d8 damage (baseline it's a d10, but 2d10 seems quite good, mathematically equivalent to a +5 mod which maybe shouldn't be assumed) but doesn't get benefit from your Dex modifier on damage. Then, with the feat, you can add your dex mod back on because while it's easier to use a crossbow than a longbow for your average Joe Shmoe, YOU are an expert and know how to put bolts where they need to go. Either that or increase critical hit range to have some nice synergy with the increased number of damage dice. Just my thoughts.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 8683187, member: 7033162"] I love looking at 3rd Party Products from all kinds of designers, because a lot of the time their takes on mechanics speak to me more than what WotC has put out. On the point of "not requiring training like a longbow, which isn't represented well in DnD," I love how Mage Hand Press handled firearms: don't add your modifier to damage rolls, but the weapons deal an extra die of damage. So where a hand crossbow is a d6+dex damage, a revolver is 2d6. There's chance for a higher swing, especially if you critically hit, but you will have less consistency. For crossbows, if you're willing to fiddle with numbers, a way to represent this in game would be to adjust the damage dice in a similar fashion. Heavy Crossbow does 2d8 damage (baseline it's a d10, but 2d10 seems quite good, mathematically equivalent to a +5 mod which maybe shouldn't be assumed) but doesn't get benefit from your Dex modifier on damage. Then, with the feat, you can add your dex mod back on because while it's easier to use a crossbow than a longbow for your average Joe Shmoe, YOU are an expert and know how to put bolts where they need to go. Either that or increase critical hit range to have some nice synergy with the increased number of damage dice. Just my thoughts. [/QUOTE]
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