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So the Power Feats Got Nerfed!
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<blockquote data-quote="Willie the Duck" data-source="post: 8793479" data-attributes="member: 6799660"><p>"strongest" is one of those things that, IMO, requires a lot of caveats and explanations. Let's instead talk about strong and then circle back to strongest. </p><ul> <li data-xf-list-type="ul">Sharpshooter and GWM are strong regardless of the value of the -5/+10 component -- ignoring cover and letting hand crossbows and the like be useful past 30' is a big deal. An extra attack after you drop a foe is also strong* . Adding in the -5/+10s, well, mathematically I think people have worked it out and it isn't as big a bonus as it seems. Even when you stack archery style and magic weapons and <em>bless </em>and such, you still miss on 25% of the attack rolls when you otherwise would have hit**, so the total average damage ends up being kinda on par with putting the ASI into the combat stat (so unless you are banking on gauntlets/belts/Etc. to boost your Str/Dex, probably wait until you've maxed out if this was the only reason you were taking the feat. Any side benefit you gain from the stat will overwhelm the damage difference).<span style="font-size: 9px">*note: there are optional "Cleaving through a creature" rules in the DMG which approximate this effect, but I don't know many people who use it or even know it exists. **unless your unmodified attack would hit on a 1 or less, in which case why not take a to-hit penalty?</span></li> <li data-xf-list-type="ul">Healer is really good at what it tries to do -- allow a non-healer to (or already-healer to do without spending that other resource) do non-focused healing (fixed amount for everyone per short rest). If you have that one character (maybe the shieldless frontline barbarian who keeps reckless attacking with 2-handed weapons to try for the -5/+10 damage) that needs lots of healing and everyone else maybe needs none at all, someone with healing spells works better. If your group rarely runs out of hp or hp+hd by the time to long rest (which I supposedly happens for a lot of people who don't modify the recharge frequency rules), it may well be excessive as well. That said, if you need what it wants, it does it quite well. I suppose it has diminished since 2014 because the number of alternatives has expanded.</li> <li data-xf-list-type="ul">Resilient:<stat> in general is a strong feat, especially for the saves that occur the most (Con, Dex, and Wis). Con has the added benefit of helping anyone who needs to concentrate on spells. I think exactly how strong that is depends on what you want to do with yourself. Cleric who wades into the frontline with Spirit Guardians or Paladin who casts bless before diving into combat head first (or arcane gish who uses shadow blade, and so on) probably want as many concentration boosters as they can. Side note: if you are a moon druid* or other caster who spends a lot of combat not using their casting stat for to-hits or save DCs, you almost may as well pick up resilient and war caster because why not? *<span style="font-size: 9px">worth noting: wild shape also specifies that "you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so," so feats like resilient:con and war caster will be retained. Casters changing shape via polymorph do not share this benefit and lose both these feats in their new form.</span></li> <li data-xf-list-type="ul">War Caster as well is great on a frontline caster-- and, as others have mentioned, if you want a weapon and shield in hand while also casting (and aren't a swords bard, certain warlocks, cleric with holy symbol on shield-and all spells desired have material components*), it jumps all the way up to build-necessary (which I've never quite decided where such things stand on strength scales). <em><span style="font-size: 9px">*if your DM enforces the full spellcasting focus rules.</span></em></li> <li data-xf-list-type="ul">You mentioned PAM and CBE as being highly powerful but not as powerful as these. I think the 2014 versions of these are at least as powerful as GWM and SS... provided you have additional sources of damage which are per-attack and are in a campaign where preemptively selecting your weapons down to a specific subset isn't a problem. An 11th level paladin where the magic halberds (or quarterstaves, glad this is going away) have the same pluses as the greatswords or other options -- they are going to love another +1d4+1d8+stat+magic attack (and smite opportunity). </li> </ul><p></p><p></p><p>I missed that initially too. I imagine that page layout isn't the highest priority for a playtest document. Certainly wouldn't want the same setup on a finalized product.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8793479, member: 6799660"] "strongest" is one of those things that, IMO, requires a lot of caveats and explanations. Let's instead talk about strong and then circle back to strongest. [LIST] [*]Sharpshooter and GWM are strong regardless of the value of the -5/+10 component -- ignoring cover and letting hand crossbows and the like be useful past 30' is a big deal. An extra attack after you drop a foe is also strong* . Adding in the -5/+10s, well, mathematically I think people have worked it out and it isn't as big a bonus as it seems. Even when you stack archery style and magic weapons and [I]bless [/I]and such, you still miss on 25% of the attack rolls when you otherwise would have hit**, so the total average damage ends up being kinda on par with putting the ASI into the combat stat (so unless you are banking on gauntlets/belts/Etc. to boost your Str/Dex, probably wait until you've maxed out if this was the only reason you were taking the feat. Any side benefit you gain from the stat will overwhelm the damage difference).[SIZE=1]*note: there are optional "Cleaving through a creature" rules in the DMG which approximate this effect, but I don't know many people who use it or even know it exists. **unless your unmodified attack would hit on a 1 or less, in which case why not take a to-hit penalty?[/SIZE] [*]Healer is really good at what it tries to do -- allow a non-healer to (or already-healer to do without spending that other resource) do non-focused healing (fixed amount for everyone per short rest). If you have that one character (maybe the shieldless frontline barbarian who keeps reckless attacking with 2-handed weapons to try for the -5/+10 damage) that needs lots of healing and everyone else maybe needs none at all, someone with healing spells works better. If your group rarely runs out of hp or hp+hd by the time to long rest (which I supposedly happens for a lot of people who don't modify the recharge frequency rules), it may well be excessive as well. That said, if you need what it wants, it does it quite well. I suppose it has diminished since 2014 because the number of alternatives has expanded. [*]Resilient:<stat> in general is a strong feat, especially for the saves that occur the most (Con, Dex, and Wis). Con has the added benefit of helping anyone who needs to concentrate on spells. I think exactly how strong that is depends on what you want to do with yourself. Cleric who wades into the frontline with Spirit Guardians or Paladin who casts bless before diving into combat head first (or arcane gish who uses shadow blade, and so on) probably want as many concentration boosters as they can. Side note: if you are a moon druid* or other caster who spends a lot of combat not using their casting stat for to-hits or save DCs, you almost may as well pick up resilient and war caster because why not? *[SIZE=1]worth noting: wild shape also specifies that "you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so," so feats like resilient:con and war caster will be retained. Casters changing shape via polymorph do not share this benefit and lose both these feats in their new form.[/SIZE] [*]War Caster as well is great on a frontline caster-- and, as others have mentioned, if you want a weapon and shield in hand while also casting (and aren't a swords bard, certain warlocks, cleric with holy symbol on shield-and all spells desired have material components*), it jumps all the way up to build-necessary (which I've never quite decided where such things stand on strength scales). [I][SIZE=1]*if your DM enforces the full spellcasting focus rules.[/SIZE][/I] [*]You mentioned PAM and CBE as being highly powerful but not as powerful as these. I think the 2014 versions of these are at least as powerful as GWM and SS... provided you have additional sources of damage which are per-attack and are in a campaign where preemptively selecting your weapons down to a specific subset isn't a problem. An 11th level paladin where the magic halberds (or quarterstaves, glad this is going away) have the same pluses as the greatswords or other options -- they are going to love another +1d4+1d8+stat+magic attack (and smite opportunity). [/LIST] I missed that initially too. I imagine that page layout isn't the highest priority for a playtest document. Certainly wouldn't want the same setup on a finalized product. [/QUOTE]
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