D&D 5E Current take on GWM/SS

Your preferred solution(s)?

  • Rewrite the feat: replace the -5/+10 part with +1 Str/Dex

    Votes: 22 13.6%
  • Rewrite the feat: change -5/+10 into -5/+5

    Votes: 8 4.9%
  • Rewrite the feat: change -5/+10 into -5/+8

    Votes: 2 1.2%
  • Rewrite the feat: you can do -5/+10, but once per turn only

    Votes: 33 20.4%
  • The problem isn't that bad; use the feats as-is

    Votes: 78 48.1%
  • Ban the two GWM/SS feats, but allow other feats

    Votes: 6 3.7%
  • Play without feats (they're optional after all)

    Votes: 11 6.8%
  • Other (please specify)

    Votes: 24 14.8%

  • Poll closed .
I didn't read this thread past the second post, but I have a question.

Why does everyone seem to feel this particular option is the best way to nerf Crossbow Expert, rather than addressing the third benefit of it? I'd just remove the way it lets you get a bonus shot every round. Ignore Sage Advice, and say it just lets you take an off hand shot, so you can start a fight with two-loaded hand crossbows (so you can two-weapon fight on your first turn) and after that you are using a single 1d6 ranged weapon with no bonus attack.

It seems to me that keeps the feat in line while still allowing for the concept of the second feature of the feat in the game. Nerfing the second feature just removes an entire concept from the game, and I'm not sure the concept itself is overpowered.

For whatever it's worth, there are some parts of "everyone" who actually agree with you. Ignoring Sage Advice on this one is what I do as well.
 

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