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One Shot Overhaul
Posted: Tue Feb 20, 2018 1:41 am
by metaquad4
One Shot always struck me as a bit of an underwhelming epic feat. You attack ONCE in a round, to do maximum damage, ignore concealment, and inflict a critical hit. But the thing is, an epic ranged character who has the feat is likely going to do way more damage in a round of attacks then with One Shot. One Shot's use is pretty limited ATM and in 99% of situations, there is no point to using it over a round of attacks. Plus the feat has a 60 second cooldown, which makes so even if you HAVE to use it, its still pretty negligible damage per round compared to a regular round for most characters.
I propose one of two changes:
1) One Shot gets changed so that for once every 60 seconds, you deal a full round of attacks in which your attacks automatically hit for max damage, crit, and ignore concealment.
2) One Shot gets changed to an epic mode, where you trade in all your attacks for one attack that will deal maximum damage, crit, and ignore concealment.
Either way, One Shot will be improved to be worthy of the epic feat slot it take up. In option 1, One Shot would become/remain a burst damage feat, while option 2 will render it a more "sustained damage" feat.
Choices made over the course of the thread:
3) Make One Shot a free action, keep it as is in other respects. Possibly make it a pre-epic feat by removing the DEX requirement, in this case.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 2:08 am
by NegInfinity
metaquad4 wrote:
1) One Shot gets changed so that for once every 60 seconds, you deal a full round of attacks in which your attacks automatically hit for max damage, crit, and ignore concealment.
Ouch.
(8 (from 1d8) + 3 (from EB) + 3 (from strengh)) * 7 (attacks per round, because improved rapid shot) * 3 (longbow crit multiplier) = 294 damage per round.
That's without any bonuses from favored weapons, weapon specialization, or ranged weapon mastery.
#2 sounds better to me, but QC need to chime in regarding that. (Either way, the feat is homebrewed. )
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 2:24 am
by Khazrak
What NegInfinity said. Removing the auto-crit function might be enough for your idea?
(8 (from 1d8) + 3 (from EB) + 3 (from strengh)) * 7 (attacks per round, because improved rapid shot) * 3 (longbow crit multiplier) = 294 damage per round.
Yeah, this could definitely get worse. 8 attacks because Hasted; +magical arrows, +buffs, potentially Divine Might or Divine Favor depending on class, weapon spec and ranged weapon mastery, favored enemy, inspire courage, +damage buffs from allies (1d4 4th level paladin spell becomes just +4 damage in this case)...
Yeah, I'ma say it's a patently bad idea to make each attack auto-crit for a round with maximum damage.
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Could it be coded to turn the next attack you make into an auto-crit ignore concealment etc. 1/minute while letting you do your normal full string of attacks? So, you activate
One Arrow as an instant action, much like you'd activate the Ranger spell/feat
Darkflame Arrow. Then your next attack (the first in a round) is an auto-crit/max damage hit, assuming it connects. Boom.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 3:20 am
by Born2BeWild
atm you can manyshot and one shot in same round
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 2:14 pm
by Calodan
Rangers can take it twice.........
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 2:27 pm
by NegInfinity
Born2BeWild wrote:atm you can manyshot and one shot in same round
Then with proposed #1 approach it'll be up to 600 damage per round.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 4:41 pm
by metaquad4
Born2BeWild wrote:atm you can manyshot and one shot in same round
That sounds like a bug that can be fixed. That, or we could take another proposed route and make One Shot a free action instead of a Full Round action.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 4:51 pm
by Truthiness
One shot isn't a full round action. It's a regular attack action, like how Expose Weakness or Flourish work. Making it a full round of attacks sort of goes against the idea of it as well, given that it's a single powerful shot.
Personally, I think it's fine as is. Not too powerful, yet maintaining enough utility to make it useful enough to warrant taking if you're able to (except for crossbows, it's terrible with them). It does need a few fixes, those of which I have mentioned before.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 4:56 pm
by metaquad4
Aaah, I thought it was a full round action since it said it was a standard action. My bad.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 7:37 pm
by electric mayhem
Truthiness wrote:
Personally, I think it's fine as is. Not too powerful, yet maintaining enough utility to make it useful enough to warrant taking if you're able to (except for crossbows, it's terrible with them). It does need a few fixes, those of which I have mentioned before.
I agree, if there was one thing I'd like to see fixed, is for it to work properly with crossbows.
Re: One Shot Overhaul
Posted: Tue Feb 20, 2018 10:18 pm
by NegInfinity
Truthiness wrote:One shot isn't a full round action. It's a regular attack action, like how Expose Weakness or Flourish work. Making it a full round of attacks sort of goes against the idea of it as well, given that it's a single powerful shot.
Personally, I think it's fine as is. Not too powerful, yet maintaining enough utility to make it useful enough to warrant taking if you're able to (except for crossbows, it's terrible with them). It does need a few fixes, those of which I have mentioned before.
Actually if it isn't a full round action then it probably shouldn't be touched.
I mean, custom actions like pommel strike can be incredibly awkward/gltichy to use.