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General Tabletop Discussion
*Dungeons & Dragons
The final word on DPR, feats and class balance
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<blockquote data-quote="Ovinomancer" data-source="post: 7439997" data-attributes="member: 16814"><p>It seems to me that the problems here are basically 2-fold: GWM and SS outpace other martial options and also that certain caster combinations can also outpace martial contributions. To deal with this, I propose the following simple fixes:</p><p></p><p>For GWM and SS, judicious adding of the word 'OR'. For GWM:</p><p></p><p>When you make an attack with a heavy weapon on your turn, your may:</p><p></p><p>1. gain a bonus action attack with same heavy weapon if you reduce an enemy to 0 hitpoints with your attack or if your attack is a critical hit.</p><p></p><p>OR</p><p></p><p>2. take a -5 to hit and add 10 damage to your attack.</p><p></p><p>You may not benefit from both abilities in the same turn.</p><p></p><p>For SS:</p><p></p><p>Put an OR between each ability -- you can make an attack ignoring cover OR make an attack ignoring long range OR make an attack with -5/+10.</p><p></p><p></p><p>For casters, the real issue seems to revolve around metamagic (I don't find the warlock to be a problem, they pay for increased damage by way of limited spellcasting). So the fix there is: metamagic cannot be applied to cantrips. I also find this thematic in that cantrips are meant to be the basic, easiest, and ingrained versions of magic -- magic reflexes, as it were. Limiting metamagic to leveled spells doesn't reduce their utility very much and further increases the chances you'll seem something other than twin and quicken in builds.</p><p></p><p>Done, balanced, minimal changes.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7439997, member: 16814"] It seems to me that the problems here are basically 2-fold: GWM and SS outpace other martial options and also that certain caster combinations can also outpace martial contributions. To deal with this, I propose the following simple fixes: For GWM and SS, judicious adding of the word 'OR'. For GWM: When you make an attack with a heavy weapon on your turn, your may: 1. gain a bonus action attack with same heavy weapon if you reduce an enemy to 0 hitpoints with your attack or if your attack is a critical hit. OR 2. take a -5 to hit and add 10 damage to your attack. You may not benefit from both abilities in the same turn. For SS: Put an OR between each ability -- you can make an attack ignoring cover OR make an attack ignoring long range OR make an attack with -5/+10. For casters, the real issue seems to revolve around metamagic (I don't find the warlock to be a problem, they pay for increased damage by way of limited spellcasting). So the fix there is: metamagic cannot be applied to cantrips. I also find this thematic in that cantrips are meant to be the basic, easiest, and ingrained versions of magic -- magic reflexes, as it were. Limiting metamagic to leveled spells doesn't reduce their utility very much and further increases the chances you'll seem something other than twin and quicken in builds. Done, balanced, minimal changes. [/QUOTE]
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