Why? Probably because you value your time and would save a lot of it if you started over.
Another great non-answer that says nothing about the feat. Way to be totally constructive.
/not joke
Why? Probably because you value your time and would save a lot of it if you started over.
I ignore the Champion as a valid comparison because the Champion's well... crap.
From my maths, a Rogue with Precise Strike is on par with a Fighter with Polearm Master, or a Barbarian with Great Weapon Master.
If you read my full response, I did suggest a balanced alternative in the last line of my response. If you look at prior editions, expanding the 'critical range' was one of the most abused elements in the game.Right, so instead of giving useful feedback on how to adjust it, you just say drop it. How very helpful. Not.
And don't ignore the opportunity cost for raising INT (except for INT-focused characters like the Wizard).
That said, here's my thoughts.
Remember what a critical hit does: double damage die and an automatic hit.
Even in revised form, the feat simply offers too much for a player that is already likely to have a high intelligence.
Remember what a critical hit does: double damage die and an automatic hit. A wizard could very easily end up netting criticals on a 16+, and those chances go up dramatically if he or she can get advantage.
Now pair that with the fact that this feat works on melee spell attacks: shocking grasp, Mordenkainen's sword, Bigby's hand, vampiric touch, etc. Those impacts have ripples beyond "whoa, my staff just did 2d6 damage instead of 1d6."
Expanded crit range as a feat is a tree that bears no fruit.
Can you share your math? I'm especially interested in how they scale compared to each other.
Also, how does it compare to a barbarian with GWM and Precise Strike, or a Fighter with Polearm Master and Precise Strike. I'm concerned that this would create a new tier where you need Precise Strike and another combat feat to be top tier else you do sub-par damage.