Round 17 IS OVER

Please vote for ONE FEAT to be eliminated


  • Poll closed .
Tolen Mar said:
Well, it is definatley getting difficult to choose. Rapid Shot is next for me..c'mon -2 to all attacks a round just to get another one (which is also -2)? By the time you get to your 3rd or 4th shot in the round, that extra -2 makes it pretty unlikely to score a hit at all.

You must be an artist.
 

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It is amusing and instructive to see that all of the feats that are left are strictly combat application feats. Shows where most of us go in D&D. ;)

In any case, I vote down Rapid Shot.
 

Point Blank - because I -hate- that shooting things right in front of you is the prerequisite for shooting things very far away.
 

I really hate Rapid Shot. Watch an actual real-world archer sometime, and tell me that they can fire even one arrow every 6 seconds accurately, and I'll tell you that they are very good. Somehow in D&D archery became the attack that you make more often for less damage, rather than the other way around. It's a holdover from the 1-minute rounds. Anything that increases your number of shots to even more rediculous levels needs to go.

--Seule
 

I was too late to save TWF (I think the voting stayed open longer than necessary, frankly) but let's see if we can't save Rapid Shot.

If the damage of your secondary attack is at least EQUAL to the damage of a single attack (such as two identical arrows), then you are better off making TWO attacks if the number you would need to roll on the d20 for a single attack (after all bonuses/penalties are factored in) is 17 or less.

A single attack that has to roll at least a 17 has a 20% chance of hitting, thus averaging 20% of your weapon's average damage each round.

Two attacks at -2/-2 would each have to roll at least a 19, for a 10% chance of hitting, averaging 10% + 10% (20%) of its average damage each round.

In other words, to make it even simpler, ask yourself: Can I hit this creature if I roll a 17 or less? If yes, attack twice.

In the case of TWF:

If the damage of your secondary attack is at least HALF of the damage of your primary attack (and almost all light weapons will actually do a little better than half), then you are better off making TWO attacks if the number you would need to roll on the d20 for the single attack (after all bonuses/penalties are factored in) is 15 or less.

To make it even simpler, ask yourself: Can I hit this creature if I roll a 15 or less? If yes, attack twice.

And finally,

If the opponent's AC is so high you need to roll a natural 20 to hit anyway, then you are always better off making TWO attacks.
 


After the first round, going first doesn't actually mean anything. Improved Initiative is good, I'll grant that... getting to move first can be crucial in any situation where you think you can incapacitate one or more of the enemy in a single turn...

But of this list, I think it should go first. The other feats work throughout the combat, not just at the start. And Improved Initiative doesn't even garauntee you going first, just makes it a little more likely. Which is good, but not as good as, say, power attack or rapid shot.
 

I'm still opposed to PBS. <joke>Holding fund drives whenever you want to get any benefits out of... oh wait, wrong PBS.</joke>

Reduced-value "gateway" feats are bad for the 90% of classes that don't have an oodle of bonus feats to burn.
 

While Weapon Finesse seems like a great idea, I've never used it because of the +1 BAB requirement. Which means that the characters who need it can't take it at 1st level.

I'm still amazed that the feat that doesn't really help the characters who need it at 1st level gets less hate than feats that have no prerequisite (Point Blank Shot, Improved Initiative) or help characters who don't really need the help (Power Attack).

As Mugatu says in Zoolander, "Doesn't anyone notice this? I feel like I'm taking crazy pills!"
 

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