安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Having said that I agree it should work and might be a bug.
We know this was bugged before because it was effecting Bows.
BUT... this was intended to be something specific to Two Handed users to make Two Handed Weapons competitive with Dual Wielding. So I don't think they intended it to work with Versatile Weapons. And its been brought up to them at multiple points in the past. So likely it is intended not to work with Versatile Weapons.
I can see both sides of this you would have to put in an extra if then else function to flag a versatile one hander so it matches the two hander flag needed for the feat to work with it.
On the player side that choice to use a one hand sword with the versatile tag the reasoning would likely be for the added damage so it would make sense for that feat to allow for the extra attack; if you where giving up armor class to achieve more damage.
Silverquick is right though that it has been discussed with the developers with no change occurring so probably not going to get changed.
How does it work in 5e pnp?
You are gaining no advantage, that I can see, you loose out on damage vs the 2h only weapons and if you choose to use a shield, or two weapons, you loose the use of two hard bought powers (a fighter only ability and a feat), maybe it is a coding issue.
Thanks for the response. That's exactly what I was wondering. Well, if the devs have been aware of the feedback regarding this, it's probably not going to change.
I do remember that two-handers -- and especially two-hander fighters -- did feel underpowered at the start of EA. Follow-up Strike is a nice feat and it made Veterans extra tough as well. It's too bad that pure-two handers can feel pretty limited in adventures that really call for good AC. Naturally, it depends on what level of difficulty you choose for yourself, but there's a certain point where a pure two-hander just doesn't cut it for me. Or at the least you have to specifically compensate for that weakness with healing or crowd control spells, etc.
Or a decision they made from a balance perspective, although TA did a good job of porting things it isn't a pure one to one equation.
Usually what hurts my two handers is ranged attacks, they don't have the shield to block with so they always seem to take the hit for the maximum amount possible. I use the load them up with healing potions strategy to overcome that issue, then rush up to ranged fighters as soon as I can.
To clarify, GWM in tabletop only works for the first part of the effect (the bonus action extra attack) - the 2nd part does not for rules as written since it requires a heavy weapon (of which only 2h are). You are right about Great Weapon Style though it calls out 2h and versatile.
Could be a bug here, I'm assuming their intention is to keep it specific to the equivalent of "heavy" and only for dedicated 2h weapons given there are other feats available for 1h. We'll see!