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last encounter was totally one-sided
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<blockquote data-quote="CapnZapp" data-source="post: 6950371" data-attributes="member: 12731"><p>Analysis:</p><p></p><p>Monsters have incredibly weak saves, when they're not proficient. The way advantage works, it hardly makes much of a difference.</p><p></p><p>NPCs are crippled by low attack bonuses. They only hit one out of three attacks against the AC 18-20 of the party, considering they can use Shield or other ways to "parry" up to AC 25, while party members often hit three out of three/four attacks.</p><p></p><p>No wonder I've absolutely refused to hand out magical plus armor...</p><p></p><p>In the same way class features like battlemaster, warlock (or bard, though we don't have one this time) provide bonuses that can top up a roll makes a huge difference. Much more huge than is apparent from merely reading through the PHB.</p><p></p><p>Monk stun is a stupefyingly awesome ability that can win whole battles all by itself. And even when it doesn't win by itself (the monk isn't doing that great damage after all), it is a huge enabler. </p><p></p><p>Together this absolutely and utterly uncontestably shows how frighteningly overpowered GWM and especially Sharpshooter is. The feat is designed to be balanced at -5, but my ranger player never uses it when it's "balanced". </p><p></p><p>Instead, when he can shoot at a stunlocked foe for advantage, and use his battlemaster superiority dice to "top up" his attack rolls, and use his halfling lucky to reroll all 1's, he regularly uses the +10 damage even against AC 18ish foes. To miss AC 18 he needs to roll lower than 10 on both dice, which in itself would happen 25% of the time. But when that happens he simply adds 1d10 to the attack roll, which drastically decreases the risk of actually failing. He would need to roll 2-5 twice to seriously risk failure, and that happens 4% of the time.</p><p></p><p>That's 3d6+45 damage. Noone else comes even close. From the safety of distance. No risk of losing attacks because none can be reached. Or because a foe catches him in melee in return. Good times.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6950371, member: 12731"] Analysis: Monsters have incredibly weak saves, when they're not proficient. The way advantage works, it hardly makes much of a difference. NPCs are crippled by low attack bonuses. They only hit one out of three attacks against the AC 18-20 of the party, considering they can use Shield or other ways to "parry" up to AC 25, while party members often hit three out of three/four attacks. No wonder I've absolutely refused to hand out magical plus armor... In the same way class features like battlemaster, warlock (or bard, though we don't have one this time) provide bonuses that can top up a roll makes a huge difference. Much more huge than is apparent from merely reading through the PHB. Monk stun is a stupefyingly awesome ability that can win whole battles all by itself. And even when it doesn't win by itself (the monk isn't doing that great damage after all), it is a huge enabler. Together this absolutely and utterly uncontestably shows how frighteningly overpowered GWM and especially Sharpshooter is. The feat is designed to be balanced at -5, but my ranger player never uses it when it's "balanced". Instead, when he can shoot at a stunlocked foe for advantage, and use his battlemaster superiority dice to "top up" his attack rolls, and use his halfling lucky to reroll all 1's, he regularly uses the +10 damage even against AC 18ish foes. To miss AC 18 he needs to roll lower than 10 on both dice, which in itself would happen 25% of the time. But when that happens he simply adds 1d10 to the attack roll, which drastically decreases the risk of actually failing. He would need to roll 2-5 twice to seriously risk failure, and that happens 4% of the time. That's 3d6+45 damage. Noone else comes even close. From the safety of distance. No risk of losing attacks because none can be reached. Or because a foe catches him in melee in return. Good times. [/QUOTE]
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