What type of style is TWF?
Monsters don't that crazy of damage compared to a party, at least not single target monsters. Groups of things like giants or demons do pretty decent damage though. There are ways to get rid of them as well.
I still don't see the problem.
Archery and Heavy Weapons styles are offensive damage dealers.
The feats are balanced with +2 Strength/Dexterity.
The only valid complaint to the power of these feats is when you hit the ability score cap for your attack stat. The feats are more valuable to boosting a secondary score like +2 Con for 1/HP per level and +1 to poison/cod/necrotic/death saves.
And even that is debatable as monsters do crazy damage by the time you hit the ability score cap.
Then as I suspected it's the approach is what's making the feat questionable. The feat itself is otherwise okay given a different approach. In a roleplaying game, I submit that game balance (read: combat balance) is only important as it relates to sharing the spotlight.
As an side, it might be worthwhile to examine why the group prefers combat to the other pillars. As DM, I'd be asking myself, "What can I do to make exploration and social interaction more appealing to my players?" I'd also be asking the players. Exploration and social interaction can be really boring if the DM doesn't present it in a particular way. The key is to present it in a way that engages the players. In the case of players who are keen on math and combat, rewarding exploration and social interaction with things that will give them a boon in combat later is one easy way to do it. Another way is to make sure the stakes for scenes drawing upon the other two pillars are as compelling as combat. This is fodder for another thread, of course, but it's worth considering I think.
Crazy damage? Unless you design your own monsters like I do, the ones out of the MM do smaller percentages of damages vs PC hps as you level up.
Dragons which have one of the most feared attacks in the game only do 1/3 HP damage to a fighter at high levels, which can mostly be healed away with one spell.
Also killing stuff quickly - especially from range where you're safe (SS gives you a range advantage) is better than planning on soaking damage.
Wow... how convenient. It was *not my scenario*. It was the one that Celtavian presented to 'prove' how unbalanced the feat was. Except his numbers didn't match up, and if he remembered them accurately, then the fighter was *really* lucky.His maths means nothing. It's a very specific scenario which is probably the least unfavourable to prove anything about these feats.
Hundreds of dice rolls? That is what, one or two encounters? Three maybe?I have hundreds of dice rolls that prove that SS at the very least equates to roughly a 2:1 damage output. I find it more hilarious people are taking very specific white room maths over real play data.
Thanks for the reply. I'm aware that all the buffs and condition you listed will make those two feats even stronger. I just tried to show, that the targets AC is the main factor and if you guys think that GWM and SS are hurting your game you can play with them, just give monsters a +2 or +3 on their AC, limit magic items with high +hit mods and you are good to go.
I believe stunning, knocking enemies prone, etc. should be effective methods to increase your damage output. The only thing we cut is "bless".
Wow... how convenient. It was *not my scenario*. It was the one that Celtavian presented to 'prove' how unbalanced the feat was. Except his numbers didn't match up, and if he remembered them accurately, then the fighter was *really* lucky.
But hey, if you don't like that scenario.... by all means present one you do like. But since we know that those 'pesky details' can make a lot of difference, those need to be included also.
Hundreds of dice rolls? That is what, one or two encounters? Three maybe?
Then present them, because otherwise you are just making arbitrary claims and proclaiming that you are right.
(NOTE: You did present some, and I will get to those in a moment.)
Well the monsters in the MM are weak to be interesting. If you use the DMG guidelines, things can go bad quick if the DM rolls well.
For a medium-hard fight for a level 11 4 member party, a horned devil does
Fork/Fork/Tail at +10 for 15/15/10 damage (Con DC 17 for 10 more)
4 hurled flames at +10 and 14 damage each.
DMG Generic Devil does +8 for 72 damage
It's only kill mages outright and the DM has to be lucky but stuff happens. I did say a feat is more valuable than a Con boost. But it is a debate. By far the most powerful feats when I DM are Actor, Linguist, Keen Mind, and Observant as I am a "totally telegraphed ambush or trap, don't blame me for this" DM.