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Why Should I Allow Feats
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<blockquote data-quote="pming" data-source="post: 6474601" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p> 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...</p><p></p><p><strong>Crossbow Expert</strong>: No bonus to damage; just a free attack with your hand crossbow.</p><p><strong>Great Weapon Master</strong>: A +10 damage bonus at a -5 to hit penalty...<em>with HEAVY WEAPONS ONLY</em> (meaning 2-handed, as all Heavy weapons also have Two-Handed trait).</p><p><strong>Polearm Master</strong>: The only catch to this one is that it, for some ungodly reason, lists "Quarterstaff" as a polearm ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o_O" title="Er... what? o_O" data-smilie="12"data-shortname="o_O" /> 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 <em>not</em> a polearm...maybe this is your problem? If so, just say Quarterstaff isn't a polearm).</p><p><strong>Sharpshooter</strong>: 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).</p><p></p><p>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 <em>least</em> 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.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6474601, member: 45197"] 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... [B]Crossbow Expert[/B]: No bonus to damage; just a free attack with your hand crossbow. [B]Great Weapon Master[/B]: A +10 damage bonus at a -5 to hit penalty...[I]with HEAVY WEAPONS ONLY[/I] (meaning 2-handed, as all Heavy weapons also have Two-Handed trait). [B]Polearm Master[/B]: The only catch to this one is that it, for some ungodly reason, lists "Quarterstaff" as a polearm ( o_O 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 [I]not[/I] a polearm...maybe this is your problem? If so, just say Quarterstaff isn't a polearm). [B]Sharpshooter[/B]: 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 [I]least[/I] 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 [/QUOTE]
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