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Refined PHB feat revisions
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<blockquote data-quote="clearstream" data-source="post: 7232782" data-attributes="member: 71699"><p>That's worth thinking about. As well as ability score increases, more than one feat buffs AC, attack, and damage. Two effectively buff healing. Two feats provide a cantrip. Multiple feats provide bonus attacks. So it's not unheard of for some doubling up.</p><p></p><p>Part of the design goal is that the Athlete benefits should add to, rather than overlap, Second Story work. They also need to integrate well into the concept of a feat that benefits stealth, skulking, agility... the exploration pillar. Any thoughts on other ways to achieve that?</p><p></p><p></p><p>That is helpful, certainly. As you can imagine from my own proposal, I can't feel that it goes far enough. We need to place a correctly high value on <em>range</em>. Being able to do repeatable heavy weapon damage at 120-600 feet is not where the game balance should be. Or perhaps a better way to put it is that ordinary stock of foes - the Monster Manual creatures - weren't designed with that in mind. Essentially, Sharpshooter should not have both range and damage, it should trade off one for the other. Because <em>range</em> has value.</p><p></p><p>It's worthwhile making some sample characters and trialling them against monsters appropriate for level. You will see how broken you can make this combination always bearing in mind the <em>range</em> that it operates at. We can also consider the classes who do not have Extra Attack: for them, my proposed version of Sharpshooter functions at 100% power. What the "Once per turn" change does is prevent the feat from becoming egregious in the few specific combinations that warp the game.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7232782, member: 71699"] That's worth thinking about. As well as ability score increases, more than one feat buffs AC, attack, and damage. Two effectively buff healing. Two feats provide a cantrip. Multiple feats provide bonus attacks. So it's not unheard of for some doubling up. Part of the design goal is that the Athlete benefits should add to, rather than overlap, Second Story work. They also need to integrate well into the concept of a feat that benefits stealth, skulking, agility... the exploration pillar. Any thoughts on other ways to achieve that? That is helpful, certainly. As you can imagine from my own proposal, I can't feel that it goes far enough. We need to place a correctly high value on [I]range[/I]. Being able to do repeatable heavy weapon damage at 120-600 feet is not where the game balance should be. Or perhaps a better way to put it is that ordinary stock of foes - the Monster Manual creatures - weren't designed with that in mind. Essentially, Sharpshooter should not have both range and damage, it should trade off one for the other. Because [I]range[/I] has value. It's worthwhile making some sample characters and trialling them against monsters appropriate for level. You will see how broken you can make this combination always bearing in mind the [I]range[/I] that it operates at. We can also consider the classes who do not have Extra Attack: for them, my proposed version of Sharpshooter functions at 100% power. What the "Once per turn" change does is prevent the feat from becoming egregious in the few specific combinations that warp the game. [/QUOTE]
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