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Best archer build, all material allowed
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<blockquote data-quote="CapnZapp" data-source="post: 6973314" data-attributes="member: 12731"><p>The higher your base damage is, the less worth the GWM/SS mechanism is. </p><p></p><p>If, say, you're a drow assassin or sumthin' doing 8d6 plus 7d6 poison on a hit, all you want is to hit. You should never take a -5 under any circumstances (short of the extreme case where you'd hit even on a 1 without the penalty). The +10 is not worth the added risk of a miss, it isn't enough of an increase compared to losing all those sweet fifteen dice.</p><p></p><p>And more generally, taking the feat isn't as worth your while if you only do one attack per round.</p><p></p><p>The -5/+10 mechanism shines for characters that do many attacks that do relatively little damage. (Even rocking a greatsword with Strength 20 is considered "relatively little damage" for purposes of this discussion <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>Not only is +10 a large percentage increase of your regular damage (say 1d12+5, where +10 is almost <strong>double</strong> damage), the real source of power is if you can do four or even more attacks, so that the +10 turns into +40. (This is my example, by the way. Four attacks that each are 1d6+5+10 ends up as 4d6+60)</p><p></p><p><em>Now</em> we're talking! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6973314, member: 12731"] The higher your base damage is, the less worth the GWM/SS mechanism is. If, say, you're a drow assassin or sumthin' doing 8d6 plus 7d6 poison on a hit, all you want is to hit. You should never take a -5 under any circumstances (short of the extreme case where you'd hit even on a 1 without the penalty). The +10 is not worth the added risk of a miss, it isn't enough of an increase compared to losing all those sweet fifteen dice. And more generally, taking the feat isn't as worth your while if you only do one attack per round. The -5/+10 mechanism shines for characters that do many attacks that do relatively little damage. (Even rocking a greatsword with Strength 20 is considered "relatively little damage" for purposes of this discussion :) ) Not only is +10 a large percentage increase of your regular damage (say 1d12+5, where +10 is almost [B]double[/B] damage), the real source of power is if you can do four or even more attacks, so that the +10 turns into +40. (This is my example, by the way. Four attacks that each are 1d6+5+10 ends up as 4d6+60) [I]Now[/I] we're talking! :) [/QUOTE]
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