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Mearls House Rule: Two-Weapon Fighting
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<blockquote data-quote="Pauln6" data-source="post: 7516857" data-attributes="member: 6777422"><p>Yes, the version I fancied the tweaked homebrew GWM that involved you choosing disadvantage (if you don't already have it) to add proficiency bonus to damage. While Cleave was split into a separate half feat for +1Str, and allowing an extra attack as a bonus action if you crit a target within 30' or reduce it to 0hp. It steers cleave to be more optimal for high strength single weapon builds while still allowing other weapons to benefit. </p><p></p><p>There were various other tweaks to other 'problematic' feats. Sharpshooter increases range by a distance equal to the short range. And grants advantage if you spend your bonus action to aim - possibly a boon to ranged rogues who no longer need to Stealth to get sneak attack. </p><p></p><p>Overall, might thought they were quite thoughtful changes, trying to equalise the feats.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 7516857, member: 6777422"] Yes, the version I fancied the tweaked homebrew GWM that involved you choosing disadvantage (if you don't already have it) to add proficiency bonus to damage. While Cleave was split into a separate half feat for +1Str, and allowing an extra attack as a bonus action if you crit a target within 30' or reduce it to 0hp. It steers cleave to be more optimal for high strength single weapon builds while still allowing other weapons to benefit. There were various other tweaks to other 'problematic' feats. Sharpshooter increases range by a distance equal to the short range. And grants advantage if you spend your bonus action to aim - possibly a boon to ranged rogues who no longer need to Stealth to get sneak attack. Overall, might thought they were quite thoughtful changes, trying to equalise the feats. [/QUOTE]
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Community
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Mearls House Rule: Two-Weapon Fighting
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