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Suggestions about making crusher, piercer, and slasher full feats
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<blockquote data-quote="DND_Reborn" data-source="post: 8583648" data-attributes="member: 6987520"><p>I'm against about 90% of the material in Tasha's, including the feats. However, in the interest of trying to be helpful, I'll review them and update my post if/when I get any ideas.</p><p></p><p>Also, I prefer half-feats (FWIW) just because that way they aren't quite as powerful in their feature and offer an ASI +1 so I don't feel like they are competing as much with my ASI +2 when I get it.</p><p></p><p>OK, here we go:</p><p></p><p>For sake of ease, I like to quote the feats here for review first:</p><p></p><p>[ATTACH=full]154158[/ATTACH]</p><p>Frankly, this is already really strong, even if you remove the ASI. Being able to move a target with no action cost (since you're already attacking) and without allowing a save is very strong IMO. You can effectively fight a single creature, hit it, and then move away without provoking OA. </p><p></p><p>[ATTACH=full]154166[/ATTACH]</p><p></p><p>Suppose your Crusher ("C") hits a target ("T"), pushing them back 5 feet. Then you move 30 feet away. Now, T must dash to reach you 35 feet away, so it can't attack. On your next turn, you rinse and repeat.</p><p></p><p>I now such a scenario isn't likely to happen a lot, but the fact is it <em>CAN</em> happen. If the feature included a saving throw, then it would be different---but it doesn't. </p><p></p><p>So, a fairly weak (and probably mostly useless idea...) would be the feat allows you to use any weapon that deals bludgeoning damage with proficiency. <img class="smilie smilie--emoji" loading="lazy" alt="🤷♂️" title="Man shrugging :man_shrugging:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" data-shortname=":man_shrugging:" /> You could also do a similar thing for the other feats.</p><p></p><p>[ATTACH=full]154159[/ATTACH]</p><p>[ATTACH=full]154160[/ATTACH]</p><p></p><p>Rerolling the damage is strong (not as strong as Crusher) and more applicable on every round. Now, in the hands of a rogue or paladin, the extra dice would be included--so if you roll a bad sneak attack or smite, that is nice.</p><p></p><p>An idea for these feats would also be when you take weapon damage of the same type, you can use your reaction to gain resistance for that attack? I could easily see this with piercing, in the idea you "semi-dodge", but it could work for the others maybe.</p><p></p><p>[ATTACH=full]154161[/ATTACH]</p><p></p><p>Reducing a target's speed is potentially useful as well.</p><p></p><p>And a point I want to make is that all of these features are once per turn. Which means you can benefit from them on another creature's turn if you get an OA. That is incredibly useful for many classes, but rogue and monks come to mind. Throw in feats and features which can grant you OAs and you get to double-down on these options.</p><p></p><p>Frankly, I would probably remove the ASI +1s from all these feats and maybe <em>THEN</em> allow them into my game. Otherwise, they are too strong IMO for my game (but that is a common issue with most of the material in Tasha's....).</p><p></p><p>Anyway, hope this gives you some food for thought and good luck.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8583648, member: 6987520"] I'm against about 90% of the material in Tasha's, including the feats. However, in the interest of trying to be helpful, I'll review them and update my post if/when I get any ideas. Also, I prefer half-feats (FWIW) just because that way they aren't quite as powerful in their feature and offer an ASI +1 so I don't feel like they are competing as much with my ASI +2 when I get it. OK, here we go: For sake of ease, I like to quote the feats here for review first: [ATTACH type="full"]154158[/ATTACH] Frankly, this is already really strong, even if you remove the ASI. Being able to move a target with no action cost (since you're already attacking) and without allowing a save is very strong IMO. You can effectively fight a single creature, hit it, and then move away without provoking OA. [ATTACH type="full" width="336px"]154166[/ATTACH] Suppose your Crusher ("C") hits a target ("T"), pushing them back 5 feet. Then you move 30 feet away. Now, T must dash to reach you 35 feet away, so it can't attack. On your next turn, you rinse and repeat. I now such a scenario isn't likely to happen a lot, but the fact is it [I]CAN[/I] happen. If the feature included a saving throw, then it would be different---but it doesn't. So, a fairly weak (and probably mostly useless idea...) would be the feat allows you to use any weapon that deals bludgeoning damage with proficiency. 🤷♂️ You could also do a similar thing for the other feats. [ATTACH type="full"]154159[/ATTACH] [ATTACH type="full"]154160[/ATTACH] Rerolling the damage is strong (not as strong as Crusher) and more applicable on every round. Now, in the hands of a rogue or paladin, the extra dice would be included--so if you roll a bad sneak attack or smite, that is nice. An idea for these feats would also be when you take weapon damage of the same type, you can use your reaction to gain resistance for that attack? I could easily see this with piercing, in the idea you "semi-dodge", but it could work for the others maybe. [ATTACH type="full"]154161[/ATTACH] Reducing a target's speed is potentially useful as well. And a point I want to make is that all of these features are once per turn. Which means you can benefit from them on another creature's turn if you get an OA. That is incredibly useful for many classes, but rogue and monks come to mind. Throw in feats and features which can grant you OAs and you get to double-down on these options. Frankly, I would probably remove the ASI +1s from all these feats and maybe [I]THEN[/I] allow them into my game. Otherwise, they are too strong IMO for my game (but that is a common issue with most of the material in Tasha's....). Anyway, hope this gives you some food for thought and good luck. [/QUOTE]
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