pming
Legend
Hiya!
I'm confused as to how the fighter is getting 4 attacks at 1d6+16. I see the 3 attacks, plus 1 attack with the hand crossbow. Not a problem. But where is this "+16 damage" coming from? I mean, even with a 20 STR and a +3 weapon we're "only" at +8 damage. ??? Pretty much the same with the Ranger. Can you supply a bit more numerical information...I have a heavy suspicion that you guys are reading something wrong...
Crossbow Expert: No bonus to damage; just a free attack with your hand crossbow.
Great Weapon Master: A +10 damage bonus at a -5 to hit penalty...with HEAVY WEAPONS ONLY (meaning 2-handed, as all Heavy weapons also have Two-Handed trait).
Polearm Master: The only catch to this one is that it, for some ungodly reason, lists "Quarterstaff" as a polearm (
I have no idea where they got that; and using a staff with one hand basically means you are using a big stick to whack something; in my game, Quarterstaff is not a polearm...maybe this is your problem? If so, just say Quarterstaff isn't a polearm).
Sharpshooter: I find the lack of "listed weapons" the main culprit. They specifically name "Polearms", but here they just say "ANY ranged weapon". Maybe this is what your fighter is attacking with (Hand Crossbow)? In this case he would get his full 4 attacks (3 + 1 for Crossbow Expert), using Sharpshooter, to get the +10 damage. However, that -5 is a pretty big adjustment. Assuming the fighter has a 20 DEX (+5), his level only gives +4...so he's basically making an attack at +4. That's good, but not great, and a lot of attacks will miss creatures with ok AC's (15 or higher, basically).
Anyway, we are testing feats still (we, my group and I, have played 3.x and PF in the past, and the whole "Feats" aspect was universally loathed). We have noticed that the Rogue(Thief) with Crossbow Expert is a killing machine (they just got to 4th level a couple sessions ago)...which is making all of us uncomfortable, as the hulking Wyr Paladin (homebrew world; Wyr basically is a lizard/dragon-man) is lucky to get 10 points of damage in a round. The Rogue(Thief) is almost always doing at least 10 points of damage per round (rapier attack, hand crossbow attack, plus potential sneak attack). I have some house-rules in the works for a few of the things we don't like...and Feats is high on the list.
^_^
Paul L. Ming
We had 2 campaigns running and we made it to level 12. I have made the decision to start over at level 1 which the players will find out about at today's session. THe reason was their power level outstripped my ability or willingness to put up with the antics. I have 2 PCs with the sharpshooter feat and one of them has the crossbow expert feat. One is a ranger, the crossbow expert is a fighter.
The Cleric buffs them of course using bless and she has the alert feat (+5 initiative, can't be surprised) and the warcaster feat which makes breaking concentration difficult. Because ACs do not scale very well in this game both archers are more or less using powershot 100% of the time.
Fighter 4 attacks for 1d6+16 damage (+1 hand crossbow), action surge 7 attacks 1d6+16.
Ranger 2 attacks 1d8+1d6+17 damage (+2 bow)+1d8 colossus slayer on one attack.
Advantage is often supplied in various ways via spells or shield bash fighter. Basically they slaughter everything and I have spent the last 4 levels trying to figure out how to run encounters with mixed levels of success. They have slaughtered mobs, dragons, ranged combats, surprise rounds and Dragons of +6 CR above their level (twice).
The main offenders are the sharpshooter feats and in the other game Great Weapon Master feats as it is not that hard to offset the -5 to hit part of the feat. Polearm Masater is another semi borked feat that also combos with Great Weapon Master and Crossbow Expert is also borked.
So start over at level 1 no variant humans allowed, and very tempted to not use feats either.
I'm confused as to how the fighter is getting 4 attacks at 1d6+16. I see the 3 attacks, plus 1 attack with the hand crossbow. Not a problem. But where is this "+16 damage" coming from? I mean, even with a 20 STR and a +3 weapon we're "only" at +8 damage. ??? Pretty much the same with the Ranger. Can you supply a bit more numerical information...I have a heavy suspicion that you guys are reading something wrong...
Crossbow Expert: No bonus to damage; just a free attack with your hand crossbow.
Great Weapon Master: A +10 damage bonus at a -5 to hit penalty...with HEAVY WEAPONS ONLY (meaning 2-handed, as all Heavy weapons also have Two-Handed trait).
Polearm Master: The only catch to this one is that it, for some ungodly reason, lists "Quarterstaff" as a polearm (

Sharpshooter: I find the lack of "listed weapons" the main culprit. They specifically name "Polearms", but here they just say "ANY ranged weapon". Maybe this is what your fighter is attacking with (Hand Crossbow)? In this case he would get his full 4 attacks (3 + 1 for Crossbow Expert), using Sharpshooter, to get the +10 damage. However, that -5 is a pretty big adjustment. Assuming the fighter has a 20 DEX (+5), his level only gives +4...so he's basically making an attack at +4. That's good, but not great, and a lot of attacks will miss creatures with ok AC's (15 or higher, basically).
Anyway, we are testing feats still (we, my group and I, have played 3.x and PF in the past, and the whole "Feats" aspect was universally loathed). We have noticed that the Rogue(Thief) with Crossbow Expert is a killing machine (they just got to 4th level a couple sessions ago)...which is making all of us uncomfortable, as the hulking Wyr Paladin (homebrew world; Wyr basically is a lizard/dragon-man) is lucky to get 10 points of damage in a round. The Rogue(Thief) is almost always doing at least 10 points of damage per round (rapier attack, hand crossbow attack, plus potential sneak attack). I have some house-rules in the works for a few of the things we don't like...and Feats is high on the list.
^_^
Paul L. Ming