Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Learning to Love the Background System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kinematics" data-source="post: 9432626" data-attributes="member: 6932123"><p>Summary of Backgrounds:</p><p>[spoiler="Summary of backgrounds"]</p><p>Acolyte</p><p style="margin-left: 20px">Int, Wis, Cha</p> <p style="margin-left: 20px">Magic Initiate (Cleric)</p> <p style="margin-left: 20px">Insight, Religion</p> <p style="margin-left: 20px">Calligrapher's Tools</p><p>Artisan</p><p style="margin-left: 20px">Str, Dex, Int</p> <p style="margin-left: 20px">Crafter</p> <p style="margin-left: 20px">Investigation, Persuasion</p> <p style="margin-left: 20px">Any</p><p>Charlatan</p><p style="margin-left: 20px">Dex, Con, Cha</p> <p style="margin-left: 20px">Skilled</p> <p style="margin-left: 20px">Deception, Sleight of Hand</p> <p style="margin-left: 20px">Forgery Kit</p><p>Criminal</p><p style="margin-left: 20px">Dex, Con, Int</p> <p style="margin-left: 20px">Alert</p> <p style="margin-left: 20px">Sleight of Hand, Stealth</p> <p style="margin-left: 20px">Thieves' Tools</p><p>Entertainer</p><p style="margin-left: 20px">Str, Dex, Cha</p> <p style="margin-left: 20px">Musician</p> <p style="margin-left: 20px">Acrobatics, Performance</p> <p style="margin-left: 20px">Musical Instrument</p><p>Farmer</p><p style="margin-left: 20px">Str, Con, Wis</p> <p style="margin-left: 20px">Tough</p> <p style="margin-left: 20px">Animal Handling, Nature</p> <p style="margin-left: 20px">Carpenter's Tools</p><p>Guard</p><p style="margin-left: 20px">Str, Int, Wis</p> <p style="margin-left: 20px">Alert</p> <p style="margin-left: 20px">Athletics, Perception</p> <p style="margin-left: 20px">Gaming Set</p><p>Guide</p><p style="margin-left: 20px">Dex, Con, Wis</p> <p style="margin-left: 20px">Magic Initiate (Druid)</p> <p style="margin-left: 20px">Stealth, Survival</p> <p style="margin-left: 20px">Cartographer's Tools</p><p>Hermit</p><p style="margin-left: 20px">Con, Wis, Cha</p> <p style="margin-left: 20px">Healer</p> <p style="margin-left: 20px">Medicine, Relgion</p> <p style="margin-left: 20px">Herbalism Kit</p><p>Merchant</p><p style="margin-left: 20px">Con, Int, Cha</p> <p style="margin-left: 20px">Lucky</p> <p style="margin-left: 20px">Animal Handling, Persuasion</p> <p style="margin-left: 20px">Navigator's Tools</p><p>Noble</p><p style="margin-left: 20px">Str, Int, Cha</p> <p style="margin-left: 20px">Skilled</p> <p style="margin-left: 20px">History, Persuasion</p> <p style="margin-left: 20px">Gaming Set</p><p>Sage</p><p style="margin-left: 20px">Con, Int, Wis</p> <p style="margin-left: 20px">Magic Initiate (Wizard)</p> <p style="margin-left: 20px">Arcana, History</p> <p style="margin-left: 20px">Calligrapher's Supplies</p><p>Sailor</p><p style="margin-left: 20px">Str, Dex, Wis</p> <p style="margin-left: 20px">Tavern Brawler</p> <p style="margin-left: 20px">Acrobatics, Perception</p> <p style="margin-left: 20px">Navigator's Tools</p><p>Scribe</p><p style="margin-left: 20px">Dex, Int, Wis</p> <p style="margin-left: 20px">Skilled</p> <p style="margin-left: 20px">Investigation, Perception</p> <p style="margin-left: 20px">Calligrapher's Supplies</p><p>Soldier</p><p style="margin-left: 20px">Str, Dex, Con</p> <p style="margin-left: 20px">Savage Attacker</p> <p style="margin-left: 20px">Athletics, Intimidation</p> <p style="margin-left: 20px">Gaming Set</p><p>Warfarer</p><p style="margin-left: 20px">Dex, Wis, Cha</p> <p style="margin-left: 20px">Lucky</p> <p style="margin-left: 20px">Insight, Stealth</p> <p style="margin-left: 20px">Thieves' Tools</p><p>[/spoiler]</p><p></p><p>Summary of my impression of them, absent any attempt at optimization or evaluation of the origin feats:</p><p></p><ul> <li data-xf-list-type="ul">Acolyte - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Artisan - All but skills make sense. Not that many other skills would make sense, though, so whatever.</li> <li data-xf-list-type="ul">Charlatan - Con as a stat is iffy, but otherwise makes sense.</li> <li data-xf-list-type="ul">Criminal - Con as a stat is iffy, but otherwise makes sense.</li> <li data-xf-list-type="ul">Entertainer - I'd actually consider Con over Str here. Otherwise makes sense.</li> <li data-xf-list-type="ul">Farmer - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Guard - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Guide - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Hermit - Cha seems iffy, but not sure what other stat makes sense to replace it with. Other stuff is fine.</li> <li data-xf-list-type="ul">Merchant - Everything makes sense except maybe Navigator's Tools.</li> <li data-xf-list-type="ul">Noble - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Sage - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Sailor - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Scribe - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Soldier - Everything makes sense. Wouldn't change it.</li> <li data-xf-list-type="ul">Wayfarer - Weird combination of Outlander and Urchin doesn't really work.</li> </ul><p>Wayfarer is the only one that actually seems "bad", in that what it provides doesn't make any sense when packaged together. A few others I have quibbles with. Most of them seem perfectly fine.</p><p></p><p>Now, there are issues with the origin feats, where some seem good, and others seem kinda bad. But maybe that's being unduly influenced by YouTube optimizers?</p><p></p><p>[spoiler=Crafter]</p><p>Crafter seems kinda junk at first. Get three tool proficiencies, which hardly anyone ever uses in the first place, and 20% off non-magical purchases. Whoo!</p><p></p><p>Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant.</p><p></p><p>The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself.</p><p></p><p>Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on.</p><p>[/spoiler]</p><p></p><p>[spoiler="Savage Attacker"]</p><p>Savage Attacker has always been viewed as weak. <em>How</em> weak has always been a bit vague.</p><p></p><p>Since I was rebuilding my DPR spreadsheet for the new PHB, I decided to look at it.</p><p></p><p>Note: I've only just started, and only have the barbarian done. This result reflects that limited sample space.</p><p></p><p>Anyway, Savage Attacker actually is kinda good at low levels. It's like a 10%-15% boost to DPR when you're just getting started. However lots of things diminish its value.</p><p></p><p>The more you add damage that doesn't come from dice on a single attack — Str, Rage, <s>Frenzy</s>, GWM, extra attacks, etc — the less value it has. By later levels it's down to around 3% or so.</p><p></p><p>Coincidentally, I was also looking at unarmed fighting, and had put Tavern Brawler mechanics in. Turns out, Tavern Brawler's reroll has almost the same mechanical benefit as Savage Attacker. Though TB also gives you an extra Shove, so it seems a little stronger?</p><p></p><p>However Savage Attacker doesn't limit the number of dice you can reroll, only that you can only do so once per turn.</p><p></p><p>Guess who likes to roll lots of dice once per turn?</p><p></p><p>On a per roll basis, Savage Attacker is worth about +30% to expected damage via dice. For something like Sneak Attack, where the overwhelming majority of your damage comes from dice, that could be a pretty massive boost.</p><p></p><p>Aside from that, if you can find ways to add to the damage dice you roll, it benefits Savage Attacker. Crits (Champion fighter), 2d6 weapons (greatsword or maul), Flame Tongue weapons (+2d6 fire damage), or for the truly obscene, Conjure Minor Elementals cast at a high level.</p><p></p><p>Overall, Savage Attacker is fine for a newbie, or someone who wants a very simple character, or someone who can build for lots of dice being rolled on each attack. Most characters won't get much out of it, but that doesn't actually make it a bad feat.</p><p></p><p>EDIT: Actually, I just realized that Savage Attacker should apply to the extra dice rolled for a Berserker's Frenzy ability — another once-per-turn bonus to dice rolled in a weapon attack. I'll need to look at that.</p><p></p><p>EDIT 2: Updated spreadsheet shows that it maintains a good 10%-15% boost to damage compared to not having it, all the way to high levels, where before it dropped below 3%.</p><p>[/spoiler]</p><p></p><p>That should be plenty for one post, I think.</p><p></p><p></p><p>Edit: Savage Attacker should apply to Frenzy. Added note.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9432626, member: 6932123"] Summary of Backgrounds: [spoiler="Summary of backgrounds"] Acolyte [INDENT]Int, Wis, Cha[/INDENT] [INDENT]Magic Initiate (Cleric)[/INDENT] [INDENT]Insight, Religion[/INDENT] [INDENT]Calligrapher's Tools[/INDENT] Artisan [INDENT]Str, Dex, Int[/INDENT] [INDENT]Crafter[/INDENT] [INDENT]Investigation, Persuasion[/INDENT] [INDENT]Any[/INDENT] Charlatan [INDENT]Dex, Con, Cha[/INDENT] [INDENT]Skilled[/INDENT] [INDENT]Deception, Sleight of Hand[/INDENT] [INDENT]Forgery Kit[/INDENT] Criminal [INDENT]Dex, Con, Int[/INDENT] [INDENT]Alert[/INDENT] [INDENT]Sleight of Hand, Stealth[/INDENT] [INDENT]Thieves' Tools[/INDENT] Entertainer [INDENT]Str, Dex, Cha[/INDENT] [INDENT]Musician[/INDENT] [INDENT]Acrobatics, Performance[/INDENT] [INDENT]Musical Instrument[/INDENT] Farmer [INDENT]Str, Con, Wis[/INDENT] [INDENT]Tough[/INDENT] [INDENT]Animal Handling, Nature[/INDENT] [INDENT]Carpenter's Tools[/INDENT] Guard [INDENT]Str, Int, Wis[/INDENT] [INDENT]Alert[/INDENT] [INDENT]Athletics, Perception[/INDENT] [INDENT]Gaming Set[/INDENT] Guide [INDENT]Dex, Con, Wis[/INDENT] [INDENT]Magic Initiate (Druid)[/INDENT] [INDENT]Stealth, Survival[/INDENT] [INDENT]Cartographer's Tools[/INDENT] Hermit [INDENT]Con, Wis, Cha[/INDENT] [INDENT]Healer[/INDENT] [INDENT]Medicine, Relgion[/INDENT] [INDENT]Herbalism Kit[/INDENT] Merchant [INDENT]Con, Int, Cha[/INDENT] [INDENT]Lucky[/INDENT] [INDENT]Animal Handling, Persuasion[/INDENT] [INDENT]Navigator's Tools[/INDENT] Noble [INDENT]Str, Int, Cha[/INDENT] [INDENT]Skilled[/INDENT] [INDENT]History, Persuasion[/INDENT] [INDENT]Gaming Set[/INDENT] Sage [INDENT]Con, Int, Wis[/INDENT] [INDENT]Magic Initiate (Wizard)[/INDENT] [INDENT]Arcana, History[/INDENT] [INDENT]Calligrapher's Supplies[/INDENT] Sailor [INDENT]Str, Dex, Wis[/INDENT] [INDENT]Tavern Brawler[/INDENT] [INDENT]Acrobatics, Perception[/INDENT] [INDENT]Navigator's Tools[/INDENT] Scribe [INDENT]Dex, Int, Wis[/INDENT] [INDENT]Skilled[/INDENT] [INDENT]Investigation, Perception[/INDENT] [INDENT]Calligrapher's Supplies[/INDENT] Soldier [INDENT]Str, Dex, Con[/INDENT] [INDENT]Savage Attacker[/INDENT] [INDENT]Athletics, Intimidation[/INDENT] [INDENT]Gaming Set[/INDENT] Warfarer [INDENT]Dex, Wis, Cha[/INDENT] [INDENT]Lucky[/INDENT] [INDENT]Insight, Stealth[/INDENT] [INDENT]Thieves' Tools[/INDENT] [/spoiler] Summary of my impression of them, absent any attempt at optimization or evaluation of the origin feats: [LIST] [*]Acolyte - Everything makes sense. Wouldn't change it. [*]Artisan - All but skills make sense. Not that many other skills would make sense, though, so whatever. [*]Charlatan - Con as a stat is iffy, but otherwise makes sense. [*]Criminal - Con as a stat is iffy, but otherwise makes sense. [*]Entertainer - I'd actually consider Con over Str here. Otherwise makes sense. [*]Farmer - Everything makes sense. Wouldn't change it. [*]Guard - Everything makes sense. Wouldn't change it. [*]Guide - Everything makes sense. Wouldn't change it. [*]Hermit - Cha seems iffy, but not sure what other stat makes sense to replace it with. Other stuff is fine. [*]Merchant - Everything makes sense except maybe Navigator's Tools. [*]Noble - Everything makes sense. Wouldn't change it. [*]Sage - Everything makes sense. Wouldn't change it. [*]Sailor - Everything makes sense. Wouldn't change it. [*]Scribe - Everything makes sense. Wouldn't change it. [*]Soldier - Everything makes sense. Wouldn't change it. [*]Wayfarer - Weird combination of Outlander and Urchin doesn't really work. [/LIST] Wayfarer is the only one that actually seems "bad", in that what it provides doesn't make any sense when packaged together. A few others I have quibbles with. Most of them seem perfectly fine. Now, there are issues with the origin feats, where some seem good, and others seem kinda bad. But maybe that's being unduly influenced by YouTube optimizers? [spoiler=Crafter] Crafter seems kinda junk at first. Get three tool proficiencies, which hardly anyone ever uses in the first place, and 20% off non-magical purchases. Whoo! Still, a simple view allows crafting a suit of plate mail in 60 days with a friend's help, for a cost of 600 GP, rather than the old time of nearly a year. It feels like something you actually could accomplish in your downtime, rather than having to quit adventuring entirely to have the time for anything significant. The main problem is that it doesn't feel like it has a lot of utility outside of a few big items. It might save you a few gold on your starting weapons (let everyone start with simple weapons, and craft martial weapons), but once you're past that point, if you can't craft magic items, it feels like it's going to go obsolete very quickly unless the GM gets rid of item shops entirely, and you're largely dependent on what you can make for yourself. Which, to be fair, sounds like a fun campaign. But doesn't feel like something you can rely on. [/spoiler] [spoiler="Savage Attacker"] Savage Attacker has always been viewed as weak. [I]How[/I] weak has always been a bit vague. Since I was rebuilding my DPR spreadsheet for the new PHB, I decided to look at it. Note: I've only just started, and only have the barbarian done. This result reflects that limited sample space. Anyway, Savage Attacker actually is kinda good at low levels. It's like a 10%-15% boost to DPR when you're just getting started. However lots of things diminish its value. The more you add damage that doesn't come from dice on a single attack — Str, Rage, [S]Frenzy[/S], GWM, extra attacks, etc — the less value it has. By later levels it's down to around 3% or so. Coincidentally, I was also looking at unarmed fighting, and had put Tavern Brawler mechanics in. Turns out, Tavern Brawler's reroll has almost the same mechanical benefit as Savage Attacker. Though TB also gives you an extra Shove, so it seems a little stronger? However Savage Attacker doesn't limit the number of dice you can reroll, only that you can only do so once per turn. Guess who likes to roll lots of dice once per turn? On a per roll basis, Savage Attacker is worth about +30% to expected damage via dice. For something like Sneak Attack, where the overwhelming majority of your damage comes from dice, that could be a pretty massive boost. Aside from that, if you can find ways to add to the damage dice you roll, it benefits Savage Attacker. Crits (Champion fighter), 2d6 weapons (greatsword or maul), Flame Tongue weapons (+2d6 fire damage), or for the truly obscene, Conjure Minor Elementals cast at a high level. Overall, Savage Attacker is fine for a newbie, or someone who wants a very simple character, or someone who can build for lots of dice being rolled on each attack. Most characters won't get much out of it, but that doesn't actually make it a bad feat. EDIT: Actually, I just realized that Savage Attacker should apply to the extra dice rolled for a Berserker's Frenzy ability — another once-per-turn bonus to dice rolled in a weapon attack. I'll need to look at that. EDIT 2: Updated spreadsheet shows that it maintains a good 10%-15% boost to damage compared to not having it, all the way to high levels, where before it dropped below 3%. [/spoiler] That should be plenty for one post, I think. Edit: Savage Attacker should apply to Frenzy. Added note. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Learning to Love the Background System
Top