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General Tabletop Discussion
*Pathfinder & Starfinder
Melee and Ranged Weapon Mastery
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4841105" data-attributes="member: 35909"><p>Your analysis is absolutely correct. Compared to the other weapon feats, Melee/Ranged Weapon Mastery is hands-down better. The thing is...that's precisely the point.</p><p></p><p>Those weapon feats were found over time to be really weak, and the Fighter as a whole was found to be really weak, and without some unique class features or really awesome high level feats to reward people to stay in the class, there wasn't much reason to. That is why these feats (as well as Weapon Supremecy, available only to level 20 Fighters and totally badass) were printed. In a way, they're class features in feat's clothing, sort of like Natural Spell for Druids. Because WotC preferred to tack on feat "patches" rather than re-write the core mechanics of a class. I am surprised it doesn't require Fighter level 8, though. That is the only change I would make.</p><p></p><p>But, let's look at it if it didn't stack with WF, GWF, and WS. For the weapon you specialized in, you're only gaining +2 damage (it's...weapon specialization -- widely panned as a weak feat already -- only with higher pre-reqs! yay!) and now have 3 feats that have all become obsolete from this new one. For any other piercing weapon, I guess it's a nice gain. But Fighters using a golfbag of weapons was a dream that I and many others soon awoke from. A fighter is SO much better off sticking to a certain weapon that it's not worth trying to tweak the rules to chage that. And IME, most DMs allowed Fighters to re-train their weapon feats if they found a very nice new weapon of a different kind anyway. And then Tome of Battle came out, and let a class in there do that...on any given day they wanted! (Guess one of the class features I totally added to Fighter upon first seeing it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>You can tell the player you're nerfing or banning the feat if you want, but I think that's overreacting. It may be strong compared to those other cruddy feats, but what impact will it actually have on combat? The wizard and cleric will still be much more powerful, and even the barbarian will still trounce the fighter for damage while raging.</p><p></p><p>And allowing it to stack was the design intent.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4841105, member: 35909"] Your analysis is absolutely correct. Compared to the other weapon feats, Melee/Ranged Weapon Mastery is hands-down better. The thing is...that's precisely the point. Those weapon feats were found over time to be really weak, and the Fighter as a whole was found to be really weak, and without some unique class features or really awesome high level feats to reward people to stay in the class, there wasn't much reason to. That is why these feats (as well as Weapon Supremecy, available only to level 20 Fighters and totally badass) were printed. In a way, they're class features in feat's clothing, sort of like Natural Spell for Druids. Because WotC preferred to tack on feat "patches" rather than re-write the core mechanics of a class. I am surprised it doesn't require Fighter level 8, though. That is the only change I would make. But, let's look at it if it didn't stack with WF, GWF, and WS. For the weapon you specialized in, you're only gaining +2 damage (it's...weapon specialization -- widely panned as a weak feat already -- only with higher pre-reqs! yay!) and now have 3 feats that have all become obsolete from this new one. For any other piercing weapon, I guess it's a nice gain. But Fighters using a golfbag of weapons was a dream that I and many others soon awoke from. A fighter is SO much better off sticking to a certain weapon that it's not worth trying to tweak the rules to chage that. And IME, most DMs allowed Fighters to re-train their weapon feats if they found a very nice new weapon of a different kind anyway. And then Tome of Battle came out, and let a class in there do that...on any given day they wanted! (Guess one of the class features I totally added to Fighter upon first seeing it? :) ) You can tell the player you're nerfing or banning the feat if you want, but I think that's overreacting. It may be strong compared to those other cruddy feats, but what impact will it actually have on combat? The wizard and cleric will still be much more powerful, and even the barbarian will still trounce the fighter for damage while raging. And allowing it to stack was the design intent. [/QUOTE]
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