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General Tabletop Discussion
*Dungeons & Dragons
Need opinions about a few feats
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<blockquote data-quote="Kithas" data-source="post: 6799045" data-attributes="member: 97587"><p>We've been playing with feats for over a year and I've used most of those. Let's go in order;</p><p>Personally I think that the -5+10 mechanic is boring and swingy but overall it's not broken. However if you are concerned about it the main fix I would recommend is not letting GWM work with Polearm Master.</p><p></p><p>Sentinel is powerful but not as good as it looks on paper, I have it and I rarely get to use most of it :/ The clauses are very specific, and the reactions it gives aren't opportunity attacks so they don't interact with the speed reduction it gives.</p><p></p><p>Lucky is very good but the limited usage means that it cannot be overpowered. you only get 3 a long rest.</p><p></p><p>Magic initiate is very good for getting access to cantrips, but the once per day on the spell and the fact that it means you have one more stat to worry about keeps it balanced.</p><p></p><p>Martial adept is generally only worth it if you are already a battlemaster, one dice and it being a d6 means this feat is generally considered underpowered.</p><p></p><p></p><p>If I may add one big fix we've made was that Polearm master's reaction is <strong>not</strong> an opportunity attack. This keeps it from interacting with both Warcaster and Sentinel in degenerative ways. We also lowered polearms damage to a d8 because we found that reach was worth much more than one average damage (2d6 vs 1d10).</p><p></p><p></p><p>As far as the -5+10 thing goes there are a lot of recommendations for changes, usually it is seen as too good, or imo too boring. Personally for my group I am working on completely overhauling both great weapon master and sharpshooter. I would talk to your players and see what they would like out of a feat like that and what they feel is exciting but fair. Agree on it and run with it.</p></blockquote><p></p>
[QUOTE="Kithas, post: 6799045, member: 97587"] We've been playing with feats for over a year and I've used most of those. Let's go in order; Personally I think that the -5+10 mechanic is boring and swingy but overall it's not broken. However if you are concerned about it the main fix I would recommend is not letting GWM work with Polearm Master. Sentinel is powerful but not as good as it looks on paper, I have it and I rarely get to use most of it :/ The clauses are very specific, and the reactions it gives aren't opportunity attacks so they don't interact with the speed reduction it gives. Lucky is very good but the limited usage means that it cannot be overpowered. you only get 3 a long rest. Magic initiate is very good for getting access to cantrips, but the once per day on the spell and the fact that it means you have one more stat to worry about keeps it balanced. Martial adept is generally only worth it if you are already a battlemaster, one dice and it being a d6 means this feat is generally considered underpowered. If I may add one big fix we've made was that Polearm master's reaction is [B]not[/B] an opportunity attack. This keeps it from interacting with both Warcaster and Sentinel in degenerative ways. We also lowered polearms damage to a d8 because we found that reach was worth much more than one average damage (2d6 vs 1d10). As far as the -5+10 thing goes there are a lot of recommendations for changes, usually it is seen as too good, or imo too boring. Personally for my group I am working on completely overhauling both great weapon master and sharpshooter. I would talk to your players and see what they would like out of a feat like that and what they feel is exciting but fair. Agree on it and run with it. [/QUOTE]
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