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Why Should I Allow Feats
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<blockquote data-quote="sithramir" data-source="post: 6475807" data-attributes="member: 12183"><p>Wait a second. Bless. I re-read it and it's not so clear as I thought before. Are you allowing every single attack for the duration to gain a 1d4 to it? If so then HOLY COW that's a powerful 1st level spell.</p><p></p><p>The way we've been playing is it lasts up to 1 minute and you get to add 1d4 to an attack or save but once you roll it the spell ends on that character. You could say it lasts the entire round of use too I guess. I'm not saying it's not the intent but it seems way too powerful to give that bonus nonstop to 3 players.</p><p></p><p>As people have mentioned making the feats -5/+5 instead (or scaling) and maybe making bless not give a bonus the entire time would be viable house rules that would mitigate the damage some.</p><p></p><p>It seems they should still be missing a whole lot even with bless and without bless they might realize on opponents with higher AC that it's a hassle. Just ideas that help fix it.</p><p></p><p>It seems bless and those feats are a powerful min/max combo basically saying here's +10 to all your attacks with almost no negative. </p><p></p><p>I wouldn't take all feats out just ensure that when something so crazy happens it's tweaked enough to be powerful but not game ruining?</p><p></p><p>Also, what kind of foes do they fight? Seems like it shouldn't be quite the cake walk when casters can be using hold person potentially stopping them for a few rounds, etc. Rogues that sneak and get into melee right away, having mooks or even the BBEG's getting into melee range means they still incur attacks of opportunity even if they don't have disadvantage from the feats.</p><p></p><p>Amazing what a few goblins running in melee does to archers for the BBEG. Suddenly the fighters are forced to deal with those smaller foes allowing the BBEG more time for a round or two.</p><p></p><p>Unfortunately 5E seems to last 2-3 rounds most of the time so the epic feel of longer battles just doesn't happen like it used to even against big foes because if it does usually you're dead due to the higher damage volume.</p><p></p><p>Just some thoughts</p><p></p><p>EDIT: Also, i've noticed with more than 4 players the numbers don't work at all for our group. I mentioned to the DM of one of the groups (we were 3rd level) that having 3-4 orcs show up is almost not worth a fight. He realized he wasn't boosting it to handle 6 instead of 4 people. With 3-4 orcs they didn't even get actions where suddenly if it's 6 orcs it's a quick and somewhat easy fight but a few get actions we take some damage and it's not quite so easy. I guess my point is to ensure those are taken into account if more than 4 players.</p></blockquote><p></p>
[QUOTE="sithramir, post: 6475807, member: 12183"] Wait a second. Bless. I re-read it and it's not so clear as I thought before. Are you allowing every single attack for the duration to gain a 1d4 to it? If so then HOLY COW that's a powerful 1st level spell. The way we've been playing is it lasts up to 1 minute and you get to add 1d4 to an attack or save but once you roll it the spell ends on that character. You could say it lasts the entire round of use too I guess. I'm not saying it's not the intent but it seems way too powerful to give that bonus nonstop to 3 players. As people have mentioned making the feats -5/+5 instead (or scaling) and maybe making bless not give a bonus the entire time would be viable house rules that would mitigate the damage some. It seems they should still be missing a whole lot even with bless and without bless they might realize on opponents with higher AC that it's a hassle. Just ideas that help fix it. It seems bless and those feats are a powerful min/max combo basically saying here's +10 to all your attacks with almost no negative. I wouldn't take all feats out just ensure that when something so crazy happens it's tweaked enough to be powerful but not game ruining? Also, what kind of foes do they fight? Seems like it shouldn't be quite the cake walk when casters can be using hold person potentially stopping them for a few rounds, etc. Rogues that sneak and get into melee right away, having mooks or even the BBEG's getting into melee range means they still incur attacks of opportunity even if they don't have disadvantage from the feats. Amazing what a few goblins running in melee does to archers for the BBEG. Suddenly the fighters are forced to deal with those smaller foes allowing the BBEG more time for a round or two. Unfortunately 5E seems to last 2-3 rounds most of the time so the epic feel of longer battles just doesn't happen like it used to even against big foes because if it does usually you're dead due to the higher damage volume. Just some thoughts EDIT: Also, i've noticed with more than 4 players the numbers don't work at all for our group. I mentioned to the DM of one of the groups (we were 3rd level) that having 3-4 orcs show up is almost not worth a fight. He realized he wasn't boosting it to handle 6 instead of 4 people. With 3-4 orcs they didn't even get actions where suddenly if it's 6 orcs it's a quick and somewhat easy fight but a few get actions we take some damage and it's not quite so easy. I guess my point is to ensure those are taken into account if more than 4 players. [/QUOTE]
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