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D&D 5E Observations

CapnZapp

Legend
Finished (actually DMd) my first 5E campaign (up to level 8) just now.

A few observations:

1) While I haven't ruled it out entirely, it seems awfully harsh to play a melee character that does not optimize either hit points or AC. My group has two melee characters; one Bear Barbarian and one Vengeance Paladin. The first one soaks damage like crazy, and is one of the few viable candidates for in-combat healing (since every hp healed counts as 2 hp). The other survives due to a base AC of 19 (which is often upped to 21 and sometimes even to 23), which critters can't hit unless they roll a very healthy 17 or more.

We all agree any "regular" melee character, with standard hp and perhaps AC 16-17, simply plays in a junior league.

2) Both characters converge on the Great Weapon Master and Polearm Master combo. The Paladin fought with a Polearm, the Barbarian with a Greatsword. At level 8 the Paladin would probably have taken GWM.

The Barbarian on several occasions did brutal amounts of damage combining Reckless Attack with the power attack from GWM. Against low-AC fodder this repeatedly let him clean out the field almost like an area attack, negating the attack penalty through Advantage gained without having to involve any other character. A few times he didn't even get counter-attacked simply because all his nearby foes were dead by the time he was supposed to feel the drawback of Reckless!

3) Both spellcasters in the group (one Light Cleric, one Lore Bard; both sporting the Fireball spell) clearly think control spells are too heavily nerfed in this edition. (We don't do trivial fights, so our fights clearly take more than three rounds to play out; blocking a foe one or two rounds is subsequently not as valuable). Except a few spells (such as Sleep) they struggled to justify casting control spells when they got much better results simply causing damage and thus directly helping the melees. (This might change in high-level play. But since our group can easily output 100+ hp worth of damage per round, we haven't seen it yet).

Direct damage spells are thus fine, even though the occassional Fireball still has a hard time to keep up with the staying power and continued damage output of the two melee PCs. I mean: they too can nova (esp. the Paladin) for 80+ damage...

Neither spellcaster focused on changing the battle terrain; it's possible a spellcaster will do fine casting walls, fogs and the like. We reserve judgement until we have had time to check one out.

Overarching question is: why include squishy spellcasters in the team at all? Sure, they can provide Fly or Haste (etc) but then they're restricted to doing ONLY that. Honestly, a potion is a much better solution here. Especially the Bard was so weak (lowest hp, lowest AC) to be a real concern.

I do think the spellcaster situation would be greatly improved in a no feat game, however.

It does look like most of the imbalance is caused by how GWM/PM allows the melees to make three attacks at level 5+ (routinely doing 30+ damage a round; thus leaving spellcaster cantrips and even low-level spells in the dust) and that with the weapons that make the most damage (unlike TWF, which seems much less problematic in this regard).

In general, this should not come as a surprise.

If we agree the game is superbly balanced with all options turned off, then when we add options that greatly benefit some character types more than others, this throws that precious balance off track.

Problem is, I'm not sure the solution is to add more feats to other kinds of characters (vanilla sword-and-board melees; spellcasters). Ideally, I would like a take two on three specific feats:

Great Weapon Mastery and Sharpshooter: perhaps power attack needs to attack at disadvantage with no way to negate?

Great Weapon Mastery and Polearm Master: granting a bonus attack so easily is unbalancing the game vs the have-nots (the "light" fighters and most spellcasters). I would much rather see this mechanism reserved for otherwise-unused-light-weapons, and have great weapons be hard but slow (few attacks) and polearms vulnerable to swarming (why not an AC penalty to attacks from adjacent foes as well as disadvantage on attacking adjacent foes?).

Roughly speaking: at level 5, three attacks should be reserved for light blades, two attacks for medium ones, and when you power attack with a great weapon, why not limit that to a single attack per round?

Throttling back the best feat-enabled melee builds should mean being able to leave spellcasting alone. Their cantrips are fine compared to a vanilla fighter (or valor bard, or TWF ranger etc) doing 15+ damage a round. Not so much compared to optimized builds doing double that.

Thank you for listening to my ramblings :)
 

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mflayermonk

First Post
Finished (actually DMd) my first 5E campaign (up to level 8) just now.

Thank you for listening to my ramblings :)

Thanks for Rambling Capn!
Well, at least in this edition the barbarian isn't a barbarian/beastmaster hitting you big and then having a bear hit you big right after.
 


DEFCON 1

Legend
Supporter
Throttling back the best feat-enabled melee builds should mean being able to leave spellcasting alone. Their cantrips are fine compared to a vanilla fighter (or valor bard, or TWF ranger etc) doing 15+ damage a round. Not so much compared to optimized builds doing double that.

Thank you for listening to my ramblings :)

If you feel the need to throttle back the feat-enabled melee builds, go right ahead. If your particular style of DMing results (as you say) in most combats being longer than 3 rounds and massive damage output being the most effective use of abilities... keeping that massive damage more regulated across all classes is probably a good idea. Adjusting those feats you mentioned might just do that.

But it's also true that many other tables just aren't going to find themselves in the same situation yours does, and thus things like the feats you mentioned don't have nearly the same issues, and that control spells or even just non-damaging spells in general might be much more useful during fights. So it's not a universal problem with the game as a whole.

But good on you to notice what works and doesn't work for your own table and thinking about adjusting things as necessary to create the best experience for your players. Hope your next campaign goes even better!
 

Wolf118

Explorer
Cap,

My group has played various campaigns at low and high levels. We've noticed the same things you have, although from different perspectives. Our melee fighters emphasize Dex or Ranged attacks at higher levels. Ranged can be as deadly as Melee, when the fighter takes Archery and Crossbow Expert.

However, what you've noticed will be true in ANY game. The characters designed to deal max damage will end fights quicker. "The best defense is a good offense" Combined with focused fire, a party can wipe out opponents quickly unless the opponents are built the same and use the same tactics.

The players who aren't as interested in dealing max damage are the ones who will play the spellcaster who uses control spells. That's what some players find is fun, to be able to mess with their opponents and make them do things. The nice thing is that 5e can reward either style. Whether you want to HULK SMASH your way through combat, or dance through with elan and finesse, you have that option.

If your players are up for trying out the changes to the feats you've suggested, please report back to us on how that worked. You've got some interesting ideas there.
 

I ended up just removing the Great Weapon Fighter and Sharpshooter feats, as it seemed that these made a significant statistical difference to how the party members balanced. My players didn't seem that bothered by the loss, since none of them were going ranged or great weapon focused, but still.
 

hawkeyefan

Legend
We haven't had such imbalance problems in our game so far. There's no GWM or PM feat fighter in our group, though, so it's hard to compare directly. But we do have a TWF and a Monk that both deal some really good damage. But the group's wizard, a diviner, has saved their butts on plenty of occasions.

I would say limiting those feats would be fine for your game if that's what everyone wanted to do. But it doesn't sound like any of the players were upset by the feats, so I don't even know if it would be necessary.

If you had a player who felt his character was useless compared to the others, then yeah, I'd say step in and do some house-ruling. However, in the past when I've had to do that, the better option always seemed to be to give the underpowered character something to level the playing field rather than taking away from the other characters. Otherwise you're just swapping one unhappy player for another.
 

Baumi

Adventurer
Don't worry other melee Attackers can be quite good too.

I play a 6th Level Valor Bard and I am quite fine in melee combat. I have AC 18 with non-magical Breastplate and Shield, do 1d8+4 damage (+1 Rapier) with 2 Attacks per Round and as bonus Action I can Inspire or Heal.

He has nearly no direct damage Spell and his Attacks are ok, but nothing spectacular but he is probably the most important and powerful Character. His Supportspells, like Healing or Inspiring, are great, but his Control-Spells are superb (Hypnotic Pattern, Sleep).

If I want to do some damage I can cast Dissonant Whispers, which makes the Enemy flee, which causes Opportunity Attacks from everyone who is close by. And there is also Heat Metal, where Armored Enemies get Damage every Round and Attacks are made with disadvantage .. and their is no Save against it!

My general Tactic is to disable as many Enemies as possible in the first Round (Hypnotic Pattern or Sleep) and imminently get to close combat to shield my friends. His AC is high enough to soak up a few attacks and the he can heal most of the damage with his bonus-action spells, while hurting the enemy with his Rapier. He also has the Leadership Feat, which gives the whole group 9 TempHP every short rest, which helps healing a lot.

So the Barbarian and Paladin in your group are beasts, but the others should be awesome too. :)

By the way Great Weapon Master and Sharpshooter are known for being (too?) strong. One common suggestion is to cancel the -5/10 part of these Feats and give a +1 Str or Dex instead, which makes them still quite good but not the main source of damage.

P.S.: We have a Barbarian, a Monk, a Rogue and a Rogue/Fighter and they all seem very strong with their own speciality.
 

Melee guys in 5E need all the help they can get not to wind up on the short end of the stick. They have good damage once they finally close, but terrible survivability and they don't scale. Once the difficulty level goes above the Deadly threshold they really struggle, not to mention the problems they have with mobile opponents like dragons--so if you're building a GWM melee specialist, make sure you've got some kind of a backup plan like cantrips or a good longbow.

In a beer-and-pretzels game where "kick down the door, see 5 orcs in a 20' x 20' room, roll for initiative" is the norm, melee warriors will do just fine though. And GWM melee warriors with Mounted Combatant (on an Awakened grizzly bear!) and Polearm Master are the top-end of the melee guys and will do lots of damage. Lots of fun if that's the kind of game you're playing.
 

Psikerlord#

Explorer
I ended up just removing the Great Weapon Fighter and Sharpshooter feats, as it seemed that these made a significant statistical difference to how the party members balanced. My players didn't seem that bothered by the loss, since none of them were going ranged or great weapon focused, but still.
Yes it is a common house rule ime to replace the -5/+10 mechanic for +1 stat, and delete the "no disad shooting in melee" part of SS feat. Gets rid of the true strikers and rebalances the game to pre-feats status. 😊 Frankly i dont know how the -5/+10 survived playtesting.

Out of interest CapnZapp, why did your campaign end?
 

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