D&D (2024) How do we feel about 2024 Feats? (Origin vs Others)


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Zardnaar

Legend
3x magic initiate as a warlock would sure solve all your spallcasting needs at lower levels.

Warlocks looking very juicy atm. I thought the 2014 one was better than say wizards at levels people played. Better ritual caster potentially, more damage, better social stuff and actual class features.

Wizard versatility was an illusion mostly DM dependent on buying access to rituals. Warlocks are better in that scenario as well.
 

Tessarael

Explorer
I do not know how to salvage Savage attacker so it does not get overpowered in the process.
+1 damage to all attacks, +2 with heavy weapons?
Savage Attacker rerolling your weapon damage dice once per turn is a really silly feat because it slows down combat and provides minimal benefit. Moreover, it's a trap, because folks who don't do the math may not realize how weak it is.

The benefit is as follows, assuming you always reroll after a damage roll below the average:

d4: average improves from 2.5 -> 3.0 (+0.50)
d6: average improves from 3.5 -> 4.25 (+0.75)
d8: average improves from 4.5 -> 5.50 (+1.00)
2d4: average improves from 5.0 -> 5.62 (+0.62)
d10: average improves from 5.5 -> 6.75 (+1.25)
2d6: average improves from 7.0 -> 7.97 (+0.97)

The simplest fix, which underscores how crappy a feat it is, is that you do +1 damage once per turn. To make that actually worth taking, I'd change Savage Attacker to: "Your melee weapon attacks do +1 damage."

I have the same concern about Great Weapon Fighting. For simplicity and speed in play, a flat damage modifier is much better than adjusting some damage dice to treat a roll of 1 or 2 as 3. I'd keep it simple and give it +2 damage, which is consistent with the Dueling fighting style.
 

FrogReaver

The most respectful and polite poster ever
Savage Attacker rerolling your weapon damage dice once per turn is a really silly feat because it slows down combat and provides minimal benefit. Moreover, it's a trap, because folks who don't do the math may not realize how weak it is.

The benefit is as follows, assuming you always reroll after a damage roll below the average:

d4: average improves from 2.5 -> 3.0 (+0.50)
d6: average improves from 3.5 -> 4.25 (+0.75)
d8: average improves from 4.5 -> 5.50 (+1.00)
2d4: average improves from 5.0 -> 5.62 (+0.62)
d10: average improves from 5.5 -> 6.75 (+1.25)
2d6: average improves from 7.0 -> 7.97 (+0.97)

The simplest fix, which underscores how crappy a feat it is, is that you do +1 damage once per turn. To make that actually worth taking, I'd change Savage Attacker to: "Your melee weapon attacks do +1 damage."

I have the same concern about Great Weapon Fighting. For simplicity and speed in play, a flat damage modifier is much better than adjusting some damage dice to treat a roll of 1 or 2 as 3. I'd keep it simple and give it +2 damage, which is consistent with the Dueling fighting style.
Calculate wrong for the new savage attacker. For example average damage for a d6 goes to 4.47 from 3.5 = +0.97

New savage attacker is advantage for a damage roll. 2014 version you had to take the new roll.
 

Kobold Stew

Last Guy in the Airlock
Supporter
An idea I had for Savage Attacker (not playtested, admittedly) was to give +3 damage in the first round of combat, if you hit. I thin kit isn't meaningfully stronger than what's already there, but (a) it will feel good when it hits, and (b) it ic entivizes a slightly different playstyle (you might invest to get advantage in round 1, for instance, where you otherwise might not).
 

Tessarael

Explorer
Calculate wrong for the new savage attacker. For example average damage for a d6 goes to 4.47 from 3.5 = +0.97

New savage attacker is advantage for a damage roll. 2014 version you had to take the new roll.
You are correct. My bad. Thank you!

Corrections, and I'm not going to bother with the calculation for 2d4 and 2d6:
d4: average improves from 2.5 to 3.12 (+0.62)
d6: average improves from 3.5 to 4.47 (+0.97)
d8: average improves from 4.5 to 5.81 (+1.31)
d10: average improves from 5.5 to 7.15 (+1.65)
d12: average improves from 6.5 to 8.47 (+1.97)

So with the above average improvement, I'd say that Savage Attacker should instead give +1 damage with one-handed melee weapons, and +2 damage with two-handed melee weapons. That would make it simpler and worth taking, while not being over-powered IMHO.
 

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