Talk:Crippling Striker (5e Feat)
There's a lasting injury table in the DMG, why not use that? Marasmusine (talk) 05:00, 4 July 2017 (MDT)
A rehmorhaz has dozens of legs. Would breaking one really reduce its speed by 10 ft? Is the effect cumulative, such that if I break 3 legs, the rehmorhaz has a speed of 0 ft, even though its still got lots of legs left?
Can I rip out the heart of an ochre jelly or a skeleton? Marasmusine (talk) 05:04, 4 July 2017 (MDT)
Thank you, though the injury table seems to be more focused on humanoids, especially on players. It's not what I was going for.--Verde (talk) 10:29, 4 July 2017 (MDT)
I just saw the most recent changes to this page and I don't quite agree with them. I feel like most of these attacks should really be strength based. --Meep (talk) 16:02, 26 January 2018 (MST)
I disagree there is no reason they can't be Dexterity based. You could easily describe disabling the leg or arm as twisting and hyper-extending the muscle for Dexterity rather than crash it or breaking bone as with Strength. You could describe disabling the head as clapping your hands on its ears stunning it for Dexterity rather punching it for Strength. You could describe disabling the torso as sending vibrations through it similar to the Quivering Palm feature. All around I think Dexterity can and should be able to be used. --2602:304:CFD3:53F0:FC90:D5FB:A59C:7E6 20:02, 26 January 2018 (MST)
Verbatim from the 5e Feat Design Guide
Prerequisites[edit]
A prerequisite for a feat is normally a minimum for a certain ability score or that you be capable of casting spells. These should be used only when truly necessary. For example, the Great Weapon Master implies your character needs great Strength, yet there is no prerequisite. The Grappler feat, however, does because it relies on making Strength (Athletics) checks to grapple opponents. Similarly, Inspiring Leader feat depends on your Charisma modifier.
- Examples
- Charisma 13 or higher
- Strength or Dexterity 13 or higher
- The ability to cast at least one spell
- Ability Scores
A prerequisite ability score is there to make sure that the feat is useful for the player. It's not a set of goals for the player to achieve to "unlock" the feat. An ability score prerequisite is always 13, because this makes sure you have a minimum of a +1 modifier. (It's odd-numbered per tradition: even numbers give you a modifier increase; odd numbers gives you a prerequisite).
There's probably no need for an ability score increase and a prerequisite for that ability score. Someone taking a feat with an improvement is usually capitalizing on a decent score anyway, making the prerequisite redundant
AKA THE PREREQUISITE IS 13 IF you even want to give it a prerequisite at all --Meep (talk) 20:49, 27 January 2018 (MST)
Prerequisite to match Feats power[edit]
Ok you want to talk SRD prerequisites. here is the deal, this is Homebrew. its ok to have prerequisites of 15 and 17 if it compensates for the power of the feat.
In order to bring the prerequisite down from 17 to 15 i got rid of the +1 to strength ability score. i dont agree that this should have a prerequisite of 13. infact the original creator agreed with my original edit of a higher prerequisite and a rework of how severe the feat is. while you seem to have a problem with it, in the past games i have dmed for, the high prerequisite didn't exactly matter because the only people whom took it was a barbarian, a monk. so while you feel i need to follow the phb for the prerequisite, i disagree and feel in order to get that +1 still you need to have exceptional strength. a 15 minimum. is fair for the fact you can cripple your opponents with well aimed or timed strikes.
Here is an example of a minimal feat that while less wordy does alot in the right circumstanced
IronSkin (from TPK-Fifth Edition Feats) Prerequisite:Con 15+ Your con score increases by 1 You may add your con bonus to Ac when not Wearing armor. This doesnt count as unarmored, this is adding to unarmored.
A Monk is 10+dex+wis. now add con. so a good monk should have anywhere between 18-20 without it, and with it 20-25. That is legit amazing as a pc to require enemies to roll the top quarter of there to hit just to get you.
Lightning Stance (from Tpk-Fifth Edition Feats) Prerequisite: Dex 17+, Dodging Expertise If you dash during your turn, you also gain the benefits of the Dodge Action.
Now here is how crazy that is. Dodging expert gives +1 to ac, and can reaction a dodge. Lighting Stance allows you to be under the effects of the dodge action while dashing, which means Disadvantage on all attacks made against you. and advantage on all dexterity saves.
so now lets craft a scenario for you to understand how powerful Crippling striker can be at a low prerequisite.
You roll up a lvl 1 character, a Human Variant (for the free feat) and lets go something not focused on melee. Bard/Druid/Sorcerer/Wizard. and you just so happen to have a 13 in strength, so you can carry your necessary equipment or materials around. Lets say you have a bludgeoning weapon. like a quarter staff, staff, cudgel, cane, ect. you are in close quarters combat with some drunks at a tavern. what do you do? Crippling strike called out to cripple there legs. you hit, and now you a spellcaster just did, what monks,fighters,barbarians specialize in. Breaking there enemies.
Now Lets raise that prerequisite to a 15. still a human caster. With the variety of feats out there, in both the phb, extended content like xanathars, Dmsguild content (which is has alot of well made content) or you get books like the TPK-Fifth Edition books ect.
Do you really think anyone even with slightly above average strength should be able to get this feat, and cripple any enemy in close quarters without first multi classing or training?
The original version you could rip out shits hearts or tear of limbs, that was super op. with my edit of a high prerequisite and still a +1 to a stat, with the added bonus of being able to completely control and disable enemies or players. (yes i took in PVP into account).
cause all you need in that is someone with luck, wildmagic, or something to allow rerolls of dice. so a low level caster could completely disable a guy who has focused his character on physical power output. and let me to tell you something, a pissed off caster with luck and this feat, is dangerous if the prerequisite is to low. At minimum a 15 to still get the +1, 17 without it.
That is something i have experienced before. the high prerequisite is necessary and realistically makes more sense. A person whom works out, and trains in combat could naturally have the ability to cripple someone with slight ease with this feat, vs a less fit person whom specializes in knowledge, of the arcane, nature, or divine. While strong can begin there studies into magic, and vice versa, atleast them training up there muscles to be beyond average should be required.
So to Finalize my above statements: Prerequisite of 15+ to gain the +1 to strength, or 17+ without the +1, makes most sense for the power of this feat and what it can do in combat situations and against players themselves., --Justsomedndplayers (talk) 18:07, 28 January 2018 (MST)
This needed a duration to it, as it did not list how long the effect lasts and it needs to have a set time of effect to keep it balanced. --Zavex Capricious (talk) 14:35, 14 July 2018 (MST)