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D&D 5E Idea for a new feat - Martial Flexibility

Just proficiency bonus, starting from +2 and capping at +6? This would change a lot the power curve of the game wouldn't it? And also affects the balance between save spells and attacks in general.

You'd be 1-2 behind a fully stat optimized character till later when u be up +1

but you would have other stat options so ...
 

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Drop canttips down 1 die size and give mod damage

This is actually not a bad idea.

It's closer to how 1e and 2e worked. Your ability scores didn't matter as much in those editions because they didn't affect your combat quantities nearly as much.

A rule like this would also make it really clear that attack rolls are not ability checks. Many new players are confused by that nuance. If the attack roll really actually did not involve an ability modifier, that might make it more obvious that they are not ability checks.

Ability modifier would still matter when attacking, because it is a factor in damage. (Except for attack cantrips. This is a weird asymmetry that I've never liked. I can't think of a good way to fix it without unbalancing cantrips and messing up certain class features.)
 

You'd be 1-2 behind a fully stat optimized character till later when u be up +1

but you would have other stat options so ...

So not just the proficiency bonus, but a sort of expertize but dropping the atribute bonus, in the same way [MENTION=12377]77IM[/MENTION] proposed, but for free?

(...)
One idea I had one time, was a feat that gave you Expertise with weapon attacks (double proficiency bonus) but gave you NO ability score bonus to attack rolls. Damage rolls use the regular score. This would allow characters who are mediocre (or even bad) at Str and Dex to rely more on training to land blows. It would enable certain concepts from 4E, like the Dex/Wis avenger who fights with a greatsword.

It seems a really solid idea, and way simpler than what I was thinking. Definitely manages to drop the pressure from having higher primary stats, at least at my gaming table, where players are often feeling pressed in maxing those for bonuses to attack mostly.
 

I think 771M's idea is the most elegant solution.
Here's my take on it:

Master of Arms

You are trained in a combat style that emphasizes versatility.
Requires Int 13+

* You are proficient in improvised weapons.
* When you attack with any weapon in which you are proficient, or with an unarmed strike, you can use your proficiency bonus in place of your attribute bonus to adjust the attack roll. For example, a first-level character with a Dexterity of 12 could shoot a bow at +4 (Proficiency + Proficiency) instead of +3 (Proficiency + Dex).

Basically, it's a good feat for fighters who want to be good at both melee and ranged, without spending high scores on both Str and Dex.

Ben
 

I think 771M's idea is the most elegant solution.
Here's my take on it:

Master of Arms

You are trained in a combat style that emphasizes versatility.
Requires Int 13+

* You are proficient in improvised weapons.
* When you attack with any weapon in which you are proficient, or with an unarmed strike, you can use your proficiency bonus in place of your attribute bonus to adjust the attack roll. For example, a first-level character with a Dexterity of 12 could shoot a bow at +4 (Proficiency + Proficiency) instead of +3 (Proficiency + Dex).

Basically, it's a good feat for fighters who want to be good at both melee and ranged, without spending high scores on both Str and Dex.

Ben

The requirement is even a nice quirk. I am just not too convinced about the proficiency in improvised weapons part, as there is already another feat for that.
 


The requirement is even a nice quirk. I am just not too convinced about the proficiency in improvised weapons part, as there is already another feat for that.

True, but it's basically a ribbon, and I don't think a Master of Arms should have to take Tavern Brawler as well.
I was even considering tacking on a +1 to attribute or a second ribbon.

Cheers,
Ben
 

Basically, it's a good feat for fighters who want to be good at both melee and ranged, without spending high scores on both Str and Dex.
Fighters aren't likely to be the most to gain from this feat. Its a better feat for casters who want to mix in some weapon attacks, since it reduces their MADness considerably, allowing them to focus on their casting stat.
 


But an optimizer wouldn't care about 20 in the main stat if they got the attack and damage boost without it

Sure they would if they don't get all the secondary benefits that normally accrue. I'll use Dex as an example. They don't get ranged combat bonuses, reduced initiative bonus, get a reduced Dex save modifier, and get a reduced Dex skill modifier. They also get one less ASI because they have to pay for the feat.

Sounds like a pretty crappy deal to move points into a secondary stat that offers only a few side benefits.
 

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