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Refined PHB feat revisions
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<blockquote data-quote="clearstream" data-source="post: 7233112" data-attributes="member: 71699"><p>We're going to need the power of maths <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=":)" /> The balance of SS can be considered against melee (Great Weapon Master) and single-strike classes (Rogue). Let's use your and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6890747" target="_blank">ro</a></u></strong></em>'s revision - thus SS applies <em>only</em> to the Attack action. I'll use a base 50% chance to hit, and please note that Archery <em>improves</em> as the attack chance <em>reduces</em>. All characters are assumed to have 18 in their relevant ability score.</p><p></p><p>Starting with <strong>Rogue</strong>, how much does SS cause Fighters to overshadow them at range?</p><p></p><p></p><p>By 11th level this picture looks much worse for Rogues.</p><p></p><p></p><p>SS allows Fighter to overshadow Rogue substantially more at ranged, given your an @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6890747" target="_blank">ro</a></u></strong></em>'s revision. I should add that characters have equal access to bonuses that change these numbers, like Half-Orc Savage Attacks. I'm just showing the base case. On the whole, such bonuses favour Archery and Extra Attacks.</p><p></p><p>Next look at <strong>Great Weapon Master</strong></p><p></p><p></p><p>So we can see that <strong>Archery+SS Fighter with Longbow</strong> is overshadowing both Rogue and Great Weapon Master. At 600' range! The reason is essentially that a flat +2 add to attack chance scales powerfully. The worse the chance to hit, the better (relatively) it does. Great Weapon Master always goes in the opposite direction: the better the chance to hit, the better it does. If you apply any magical buffs to all this, Fighter goes off the chart compared to Rogue.</p><p></p><p>We have to reflect on why we want to have damage that equals the best seen in toe-to-toe - at <em>long range (600')</em>!? From range, basic balancing factors such as lower AC (from using a two-handed weapon) don't play as much of a part. From range, if movement speeds are equal the Archery Sharpshooter can kite - mitigating 100% of damage. Flip through the Monster Manual and we see that few foes are equipped to deal with that.</p><p></p><p>[Edited to give Rogue Heavy Crossbow, as they only make one attack anyway. Range will be shortened to 400'. Also fixed incorrect application of penalty to Extra Attacks under my revision.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 7233112, member: 71699"] We're going to need the power of maths :) The balance of SS can be considered against melee (Great Weapon Master) and single-strike classes (Rogue). Let's use your and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6890747"]ro[/URL][/U][/B][/I]'s revision - thus SS applies [I]only[/I] to the Attack action. I'll use a base 50% chance to hit, and please note that Archery [I]improves[/I] as the attack chance [I]reduces[/I]. All characters are assumed to have 18 in their relevant ability score. Starting with [B]Rogue[/B], how much does SS cause Fighters to overshadow them at range? By 11th level this picture looks much worse for Rogues. SS allows Fighter to overshadow Rogue substantially more at ranged, given your an @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6890747"]ro[/URL][/U][/B][/I]'s revision. I should add that characters have equal access to bonuses that change these numbers, like Half-Orc Savage Attacks. I'm just showing the base case. On the whole, such bonuses favour Archery and Extra Attacks. Next look at [B]Great Weapon Master[/B] So we can see that [B]Archery+SS Fighter with Longbow[/B] is overshadowing both Rogue and Great Weapon Master. At 600' range! The reason is essentially that a flat +2 add to attack chance scales powerfully. The worse the chance to hit, the better (relatively) it does. Great Weapon Master always goes in the opposite direction: the better the chance to hit, the better it does. If you apply any magical buffs to all this, Fighter goes off the chart compared to Rogue. We have to reflect on why we want to have damage that equals the best seen in toe-to-toe - at [I]long range (600')[/I]!? From range, basic balancing factors such as lower AC (from using a two-handed weapon) don't play as much of a part. From range, if movement speeds are equal the Archery Sharpshooter can kite - mitigating 100% of damage. Flip through the Monster Manual and we see that few foes are equipped to deal with that. [Edited to give Rogue Heavy Crossbow, as they only make one attack anyway. Range will be shortened to 400'. Also fixed incorrect application of penalty to Extra Attacks under my revision.) [/QUOTE]
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