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Community
General Tabletop Discussion
*Dungeons & Dragons
What would you like to see in a "revised edition" of 5E?
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<blockquote data-quote="DaveDash" data-source="post: 6469780" data-attributes="member: 6786202"><p>There are tons of ways of boosting your + to hit in game (archery style, bless, etc), and given the design of the game is higher hit chance (so hits count more often), +10 seriously imbalances the game. Especially with Fighters.</p><p></p><p>Someone over at the official forums as also done the maths and proven it's generally always worth it using the -5/+10 option. Classes like Paladin's get less out of it, and fighting high AC creatures (which there are not many). Fighters are the main benefactor of these feats the more attacks they get.</p><p>It gets worse at high levels. I've ran a Fighter 17 with foresight cast on him and he averages about 80 damage per round (without using an action surge or magic items). That basically breaks the game at that point. </p><p>Even at lower levels WITH magic items this is potent, I've seen reports of level 10 Fighters doing 100 damage in a round, which basically trivialises the game at that point.</p><p></p><p>Sharpshooter is the worst offender, since it removes cover penalties and generally synergies with archery style, so at WORST its -3 +10, and quite often in game that -3 penalty can be made to disappear through Bless or other effects (advantage).</p><p></p><p>My rational for removing the melee feature on Crossbow Expert is it makes melee Fighters basically redundant apart from a role play perspective. </p><p>Get in close, do insane damage, stand back, do insane damage. There's no trade off except losing an ability bump, which is basically minor. Melee Fighters though have a huge trade off in that they suck at ranged attacks. Crossbow experts are awesome both in melee AND at range.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6469780, member: 6786202"] There are tons of ways of boosting your + to hit in game (archery style, bless, etc), and given the design of the game is higher hit chance (so hits count more often), +10 seriously imbalances the game. Especially with Fighters. Someone over at the official forums as also done the maths and proven it's generally always worth it using the -5/+10 option. Classes like Paladin's get less out of it, and fighting high AC creatures (which there are not many). Fighters are the main benefactor of these feats the more attacks they get. It gets worse at high levels. I've ran a Fighter 17 with foresight cast on him and he averages about 80 damage per round (without using an action surge or magic items). That basically breaks the game at that point. Even at lower levels WITH magic items this is potent, I've seen reports of level 10 Fighters doing 100 damage in a round, which basically trivialises the game at that point. Sharpshooter is the worst offender, since it removes cover penalties and generally synergies with archery style, so at WORST its -3 +10, and quite often in game that -3 penalty can be made to disappear through Bless or other effects (advantage). My rational for removing the melee feature on Crossbow Expert is it makes melee Fighters basically redundant apart from a role play perspective. Get in close, do insane damage, stand back, do insane damage. There's no trade off except losing an ability bump, which is basically minor. Melee Fighters though have a huge trade off in that they suck at ranged attacks. Crossbow experts are awesome both in melee AND at range. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What would you like to see in a "revised edition" of 5E?
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