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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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<blockquote data-quote="clearstream" data-source="post: 8071055" data-attributes="member: 71699"><p>In many ways I sympathise with this point, but really I believe it is the wrong direction and would remove some of the distinction between the classes.</p><p></p><p>It's about design space. You want there to both many attacks leading to good damage, and few attacks leading to good damage, options. It gives more interest to the play. Barbarian, Paladin and Fighter are fine. The worst criticism is that some of their choices might be overly mandated (from a mechanical effectiveness point of view).</p><p></p><p>Ranger isn't quite as bad as he looks, and can be improved without adding attacks. In part, by better balancing some of the feats. However, due to Drizzt, there probably should be a ranger path that has the same number of attacks as fighter. Maybe more. In my campaigns I offer variants on four feats, to help monks, rogues and rangers.</p><p></p><p><strong>Defensive Duelist</strong></p><p>While proficiently using a <u>Finesse or Versatile weapon</u> with <u>Medium, Light or no armour</u>, when another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you;</p><p>If it does, when you hit that creature with a melee weapon before the end of your next turn, <u>you can reroll the damage dice</u> and use either total.</p><p></p><p>This is good for low-attacks-count classes.</p><p></p><p><strong>Dual Wielder</strong></p><p>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand;</p><p>You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't Light;</p><p>The two-weapon fighting attack you make with the melee weapon in your other hand, <u>doesn’t require a bonus action</u>;</p><p>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</p><p></p><p>This is very strong for classes who want to use their bonus action for other things, while dual wielding.</p><p></p><p><strong>Sharpshooter</strong></p><p>Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls;</p><p>Your ranged weapon attacks ignore half and three-quarters cover;</p><p>Before you make an attack with a <u>Heavy ranged weapon</u> you are proficient with, you can choose to take a −5 penalty to the attack roll: if the attack hits, you add +10 to the attack’s damage.</p><p></p><p>This prevents the combo with Crossbow Expert making the feat supportive of low-attacks-count classes, as it no longer rewards high-attacks-count ranged use.</p><p></p><p><strong>Tavern Brawler</strong></p><p>Increase your Strength or Constitution score by 1, to a maximum of 20;</p><p>You are proficient with improvised weapons;</p><p>You gain a <u>+2 bonus to damage rolls with your unarmed strikes</u>;</p><p>You can use a bonus action on your turn for a special melee attack to grapple a creature.</p><p></p><p>This gives monks a real alternative to kiting. They can deal relevant damage with their multiple strikes. Possibly the unconditional bonus action is too good - that needs more testing. In play it feels a bit like pre-nerf Shield Master, although being grappled doesn't yield advantage unless also taking another feat.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8071055, member: 71699"] In many ways I sympathise with this point, but really I believe it is the wrong direction and would remove some of the distinction between the classes. It's about design space. You want there to both many attacks leading to good damage, and few attacks leading to good damage, options. It gives more interest to the play. Barbarian, Paladin and Fighter are fine. The worst criticism is that some of their choices might be overly mandated (from a mechanical effectiveness point of view). Ranger isn't quite as bad as he looks, and can be improved without adding attacks. In part, by better balancing some of the feats. However, due to Drizzt, there probably should be a ranger path that has the same number of attacks as fighter. Maybe more. In my campaigns I offer variants on four feats, to help monks, rogues and rangers. [B]Defensive Duelist[/B] While proficiently using a [U]Finesse or Versatile weapon[/U] with [U]Medium, Light or no armour[/U], when another creature hits you with a melee attack you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you; If it does, when you hit that creature with a melee weapon before the end of your next turn, [U]you can reroll the damage dice[/U] and use either total. This is good for low-attacks-count classes. [B]Dual Wielder[/B] You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand; You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't Light; The two-weapon fighting attack you make with the melee weapon in your other hand, [U]doesn’t require a bonus action[/U]; You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This is very strong for classes who want to use their bonus action for other things, while dual wielding. [B]Sharpshooter[/B] Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls; Your ranged weapon attacks ignore half and three-quarters cover; Before you make an attack with a [U]Heavy ranged weapon[/U] you are proficient with, you can choose to take a −5 penalty to the attack roll: if the attack hits, you add +10 to the attack’s damage. This prevents the combo with Crossbow Expert making the feat supportive of low-attacks-count classes, as it no longer rewards high-attacks-count ranged use. [B]Tavern Brawler[/B] Increase your Strength or Constitution score by 1, to a maximum of 20; You are proficient with improvised weapons; You gain a [U]+2 bonus to damage rolls with your unarmed strikes[/U]; You can use a bonus action on your turn for a special melee attack to grapple a creature. This gives monks a real alternative to kiting. They can deal relevant damage with their multiple strikes. Possibly the unconditional bonus action is too good - that needs more testing. In play it feels a bit like pre-nerf Shield Master, although being grappled doesn't yield advantage unless also taking another feat. [/QUOTE]
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[+] What features should a "Advanced 5E" have?
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