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Please rate Rapid Reload
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<blockquote data-quote="Pax" data-source="post: 457372" data-attributes="member: 6875"><p></p><p></p><p>Note, I have always said the major benefit is being able to fire every round with a light crossbow AND take a normal move.</p><p></p><p>Also, Rapid Shot woudl tie in well with Rapid Reload. That would give you two iterative attacks (at -2 each).</p><p></p><p></p><p></p><p>That same Bull's Strength would be better served ont eh cleric himself, on the fighter, or even on the Rogue. Or used for a different spell entirely -- after-action healing if nothing else.</p><p></p><p></p><p></p><p>To enhance their non-spell efficiency. Or, most importantly IMO, <strong>purely for the style of it.</strong> Not everyonemin/maxes and munchkinises their character to the ultimate maximum.</p><p></p><p></p><p></p><p>IMO, you're speaking out of your backside here (no offense).</p><p></p><p>For a low-strength character trying to act in a ranged-weapon support role, crossbows are superior to normal bows, due to greater range combined with lack of a STR penalty to damage.</p><p></p><p>For those characters, increasing their maximum ROF -- and/or enabling some mobility while firing -- is indeed offsetting a weakness. As you observed above -- it won't be until after 10th level that the Sorceror or Wizard gets ANY innate iterative attacks. With two iterative attacks, Rapid Reload can let the sorceror or wizard use both attacks while wielding a light crossbow. The most they would lose would be a THIRD innate iterative attack.</p><p></p><p>...</p><p></p><p>WHEN do they get that, exactly? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p></p><p></p><p></p><p>It says to me you're a powergamer at best, a munchkin at worst. If sheer net power gain is your only measure of a feat's usefulness, the problem, frankly, lies with you, not the feat.</p><p></p><p></p><p></p><p>How very .... munchkin ... a thing for you to say.</p><p></p><p></p><p></p><p>About the worst idea I've ever seen. Sure, sure, take your noncombat characetr and put them in MELEE using a feat that gives no direct <strong>bonus to hit</strong>, nor even to damage. Great idea, there, basedon your "only the best" argument.</p><p></p><p>Not.</p><p></p><p></p><p></p><p>Nice thought, and the benefits would be quite useful ... except Sorcerors and Wizards, or similar, accrue BAB so slowly, it will be ... 10th level before it's full benefits can be reaped.</p><p></p><p></p><p></p><p>Utility spells more easily counter most or all situations in which blindfighting can be of use (Daylight, Glitterdust, targetted Dispel Magic ...).</p><p></p><p></p><p></p><p>Hmm, move and/or fire an extra time ... or a +1 bonus on your one and only shot ... hmm ... this too fails your own power-curve test.</p><p></p><p></p><p></p><p>Pointless with <strong>ranged weapons</strong>. They're dexterity based already.</p><p></p><p></p><p></p><p>Or recovering the ability to actually MOVE as your MEA, rather than frantically reload your crossbow and stand there, lettign the enemy advance on your position. For the first 10+ levels, most Wizard or Sorceror characetrs will gain ONE attack, at -2 to the main AND secondary attack, by combining Rapid Shot and Rapid Reload. IMO worth it -- statistically speaking, with such a low BAB, quantity of attack attempts outweighs wuality of each attempt.</p><p></p><p></p><p></p><p>Feat selection is not <strong>solely</strong> about making yourself more and more powerful, about getting some "edge over the competition" ... sometimes it's about having chosen a style, and wanting to make yourself as good as possible <em>within that style</em>. The best PrC's do that -- some examples being the Lasher (S&F), the Duellist (S&F), and the Master Alchemist (MoF).</p><p></p><p></p><p></p><p>Actually, several of your entries are invalid. Tenser's transformation isn't something a 6th level sorceror (with only up to 3d level spells) can cast. Bull's Strength can at best UNDO a Strength-6 halfling's penalty to damage and melee-attacks. Shocking Grasp, Vampiric touch, and Chill Touch all require (for safe usage by a low-hp character) Spectral Hand for proper function; given sorceror's notorious shortage of known spells, they're not usually high on my list of spells to pick up with a sorceror.</p><p></p><p>Haste only makes the Rapid Reload even better, allowing a full standard-attack cycle in each Partial Action ... on top of any attacks during the normal round's worth of actions.</p><p></p><p></p><p></p><p></p><p>First off, though my books are not readily to hand ... IIRC, Tenser's Transformation is a SIXTH level spell, and sorcerors won't see it until 12th level, at the earliest. And since it won't be up and running 24/7/52 (or whatever other time-and-calendar system the campaign world employs), I don't count the STR boost as being especially important.</p><p></p><p></p><p></p><p>Now, what feats are best for the character depend largely on what the player has chosen as the sorceror's STYLE, now, wouldn't you agree? And sans improving the character's strength, what is better than a crossbow, for ranged nonspell attacks ... for someone with an abysmal strength?</p><p></p><p>Remember, <strong>sheer overwhelming power</strong> is not the be-all, end-all, holy-grail-objective for everyone. Soem of us prefer to value <strong>fun</strong> most of all.</p><p></p><p>As for relying on the crossbow -- I said it was a <strong>backup</strong> weapon. There ARE situations in which your combat spells own't be useful -- a situation ESPECIALLY true of sorcerors (my first sorceror, at 4th or 5th level, had one combat-worthy second level spell ... melf's acid arrow; when we fought a black dragon, that spell was especially pointless, wouldn't you agree? Yet it was especially potent in OTHER encounters ...).</p><p></p><p></p><p></p><p>I stand by my new position: you're a powergaming munchkin. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Pax, post: 457372, member: 6875"] [B][/b] Note, I have always said the major benefit is being able to fire every round with a light crossbow AND take a normal move. Also, Rapid Shot woudl tie in well with Rapid Reload. That would give you two iterative attacks (at -2 each). That same Bull's Strength would be better served ont eh cleric himself, on the fighter, or even on the Rogue. Or used for a different spell entirely -- after-action healing if nothing else. To enhance their non-spell efficiency. Or, most importantly IMO, [b]purely for the style of it.[/b] Not everyonemin/maxes and munchkinises their character to the ultimate maximum. IMO, you're speaking out of your backside here (no offense). For a low-strength character trying to act in a ranged-weapon support role, crossbows are superior to normal bows, due to greater range combined with lack of a STR penalty to damage. For those characters, increasing their maximum ROF -- and/or enabling some mobility while firing -- is indeed offsetting a weakness. As you observed above -- it won't be until after 10th level that the Sorceror or Wizard gets ANY innate iterative attacks. With two iterative attacks, Rapid Reload can let the sorceror or wizard use both attacks while wielding a light crossbow. The most they would lose would be a THIRD innate iterative attack. ... WHEN do they get that, exactly? :cool: It says to me you're a powergamer at best, a munchkin at worst. If sheer net power gain is your only measure of a feat's usefulness, the problem, frankly, lies with you, not the feat. How very .... munchkin ... a thing for you to say. About the worst idea I've ever seen. Sure, sure, take your noncombat characetr and put them in MELEE using a feat that gives no direct [b]bonus to hit[/b], nor even to damage. Great idea, there, basedon your "only the best" argument. Not. Nice thought, and the benefits would be quite useful ... except Sorcerors and Wizards, or similar, accrue BAB so slowly, it will be ... 10th level before it's full benefits can be reaped. Utility spells more easily counter most or all situations in which blindfighting can be of use (Daylight, Glitterdust, targetted Dispel Magic ...). Hmm, move and/or fire an extra time ... or a +1 bonus on your one and only shot ... hmm ... this too fails your own power-curve test. Pointless with [b]ranged weapons[/b]. They're dexterity based already. Or recovering the ability to actually MOVE as your MEA, rather than frantically reload your crossbow and stand there, lettign the enemy advance on your position. For the first 10+ levels, most Wizard or Sorceror characetrs will gain ONE attack, at -2 to the main AND secondary attack, by combining Rapid Shot and Rapid Reload. IMO worth it -- statistically speaking, with such a low BAB, quantity of attack attempts outweighs wuality of each attempt. Feat selection is not [b]solely[/b] about making yourself more and more powerful, about getting some "edge over the competition" ... sometimes it's about having chosen a style, and wanting to make yourself as good as possible [i]within that style[/i]. The best PrC's do that -- some examples being the Lasher (S&F), the Duellist (S&F), and the Master Alchemist (MoF). Actually, several of your entries are invalid. Tenser's transformation isn't something a 6th level sorceror (with only up to 3d level spells) can cast. Bull's Strength can at best UNDO a Strength-6 halfling's penalty to damage and melee-attacks. Shocking Grasp, Vampiric touch, and Chill Touch all require (for safe usage by a low-hp character) Spectral Hand for proper function; given sorceror's notorious shortage of known spells, they're not usually high on my list of spells to pick up with a sorceror. Haste only makes the Rapid Reload even better, allowing a full standard-attack cycle in each Partial Action ... on top of any attacks during the normal round's worth of actions. First off, though my books are not readily to hand ... IIRC, Tenser's Transformation is a SIXTH level spell, and sorcerors won't see it until 12th level, at the earliest. And since it won't be up and running 24/7/52 (or whatever other time-and-calendar system the campaign world employs), I don't count the STR boost as being especially important. Now, what feats are best for the character depend largely on what the player has chosen as the sorceror's STYLE, now, wouldn't you agree? And sans improving the character's strength, what is better than a crossbow, for ranged nonspell attacks ... for someone with an abysmal strength? Remember, [b]sheer overwhelming power[/b] is not the be-all, end-all, holy-grail-objective for everyone. Soem of us prefer to value [b]fun[/b] most of all. As for relying on the crossbow -- I said it was a [b]backup[/b] weapon. There ARE situations in which your combat spells own't be useful -- a situation ESPECIALLY true of sorcerors (my first sorceror, at 4th or 5th level, had one combat-worthy second level spell ... melf's acid arrow; when we fought a black dragon, that spell was especially pointless, wouldn't you agree? Yet it was especially potent in OTHER encounters ...). I stand by my new position: you're a powergaming munchkin. :p [/QUOTE]
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