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Savage Attacker - what does it do?
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<blockquote data-quote="clearstream" data-source="post: 7248701" data-attributes="member: 71699"><p>Hmm... my change to the Savage Attacker text deletes the word "<em>weapon’s</em>". Like my change to Bladesinger (changes the word "<em>short</em>" to "<em>long</em>") and to Sharpshooter (adds the words "<em>Once per day</em>") I enjoy what can be accomplished so concisely. </p><p></p><p>But that's not of central importance, because we know that the mechanical result is what counts. Say we want Savage Attacker to add ~100 damage/day (or whatever). The most straightforward way to do that would be something like +4 damage a hit. Due to "<em>Once per turn</em>" that scales most with accuracy, and with things that give you more hits outside your turn (PAM, Sentinel, Riposte). We can add some variance to that using dice, in order to create more highs and lows that players enjoy. There are multiple effects in the game that already do that, but this would stack.</p><p></p><p>What I like about using a reroll, is that it does all those things while also scaling with the number of dice you get to roll. I like the way that supports Rogues, who are pretty much out in the cold feat-wise unless they take SS/CEx. Attaching that as an underpowered damage-boost to an ability that improves one-handed melee defense appeals most to Rogues who expect to be melee, which shifts it away from being a buff to ranged attacks (which are good enough already). With the additional benefit that attaching it to a one handed melee feat ensures it boosts rather than risks overshadowing Dueling fighting style.</p><p></p><p>At the cost of deleting one word...</p></blockquote><p></p>
[QUOTE="clearstream, post: 7248701, member: 71699"] Hmm... my change to the Savage Attacker text deletes the word "[I]weapon’s[/I]". Like my change to Bladesinger (changes the word "[I]short[/I]" to "[I]long[/I]") and to Sharpshooter (adds the words "[I]Once per day[/I]") I enjoy what can be accomplished so concisely. But that's not of central importance, because we know that the mechanical result is what counts. Say we want Savage Attacker to add ~100 damage/day (or whatever). The most straightforward way to do that would be something like +4 damage a hit. Due to "[I]Once per turn[/I]" that scales most with accuracy, and with things that give you more hits outside your turn (PAM, Sentinel, Riposte). We can add some variance to that using dice, in order to create more highs and lows that players enjoy. There are multiple effects in the game that already do that, but this would stack. What I like about using a reroll, is that it does all those things while also scaling with the number of dice you get to roll. I like the way that supports Rogues, who are pretty much out in the cold feat-wise unless they take SS/CEx. Attaching that as an underpowered damage-boost to an ability that improves one-handed melee defense appeals most to Rogues who expect to be melee, which shifts it away from being a buff to ranged attacks (which are good enough already). With the additional benefit that attaching it to a one handed melee feat ensures it boosts rather than risks overshadowing Dueling fighting style. At the cost of deleting one word... [/QUOTE]
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