You don't have to run the numbers during combat to decide whether to turn it on/off. Here is a good rule of thumb:My problems with the -5/+10 feats remain:
1. It forces players to do mathematics and cost/benefit analysis during combat. There is a mathmatically correct answer for when to -5/+10, and it's something you have to calculate based on your average damage, current attack bonus, and the AC of the target. It's typically not immediately obvious unless your character magically never changes any modifiers. This slows play and distracts from the narrative by encouraging players to think exclusively about mechanics. That makes it detrimental to the flow of the game and bad for the overall quality of play.
1) Turn it on when you need an 8 or lower to hit a creature, assuming you do 15 avg damage total w/buffs
2) for every 2 points of average damage more than 15 you deal, subtract 1 from the target number above, and
for every 2 points of average damage less than 15 you deal, add 1 from the target number above.
3) add 1-2 to the target # depending on your crit chance or chance to fell a creature IF you have a bonus action available AND another creature to attack.
So if you normally do 13 avg damage, turn GWM on when you need a 9 or less to hit. The only thing that changes that target during combat is if you get a damage buff, which adds to that number on a 3-1 basis.
As for whether or not to take GWM over +2 STR, take it if you are at least L5 AND like beating up weak stuff OR if you are at STR 20 already. Otherwise take the +2 STR.
As for combinations of abilities to make effective strategies, that's another story entirely, and a problem no game will ever fix when you have a bunch of min-maxers. I try to limit my house ruling to individual items, not creative combos. If the players work that sort of stuff out successfully, let em have their fun - just make sure that it doesn't come from predictable and repetitive encounters from the DM, and that you mix it up enough and give them different looks.2. It's possible to make -5/+10 appealing enough to be "always on" against essentially all enemies by the mid to late game (level 12+). That means you've created an universal "best" strategy to use every combat. If every combat your party casts bless and then the Barbarian moves in, uses Rage, Reckless Attack, and Great Weapon Mastery and the Fighter uses his Crossbow with Sharpshooter... and you can't discover any alternative to compare to that strategy in essentially all encounters... that's bad design. Either the game has a problem with power level, or the game has a problem with discoverability.
I dislike this because not only do I not (now) think GWM isn't broken, but also because one thing 5e did get right is to reduce the multitude of situational crap you have to rememberI would still prefer something like GWM dealing an extra ~1d6 damage to creatures size large and larger if they are larger than you (calling back to two-handed swords dealing 3d6 damage to large creatures), and SS dealing an extra ~1d6 damage to creatures that resist damage from your ranged weapon attacks (armor piercing). I'd prefer situational damage bonuses instead of mathmatical damage bonuses.
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