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Guest 6801718
Guest
Agreed.
Exactly. To my mind, being able to fight with ranged weapons unhindered in melee is such a major flaw.
If I had shared that sentiment I wouldn't have felt the need to mess with the rules.
But I don't. My players are simply to good at finding/exploiting loopholes and building characters for best-in-class DPR.
I simply can't let things like Great Weapon Master stand, since it means nobody would consider playing a character that can't benefit from it. The damage increase potential is simply too great.
I mean, talking about the mid levels (level 12 for example), if a greatsword wielder does, say, 10-15 points more damage per round than a sword-and-board character, that would be totally fine, and probably a reasonable tradeoff compared to the extra AC and perhaps Shield Master ability.
And that's what a quick look at the game tells you.
But in real play, it simply isn't the case.
In practical play, the sword-n-board guy might do 3d8+15 or 28 damage. But the greatsword gal will do 3d12+45 damage or 64 damage.
That difference is so enormously staggeringly huge it isn't funny. It is completely unreasonable to ask a character to forego frikkin' double damage just to gain a few points of AC or similar.
Killing monsters at twice the speed simply can't be beat. You take much less damage if only half as many monsters get to attack you, than what any AC bonus could ever help you with.
And, to round off by bringing us back on topic, if in practical play there's a third guy using a hand crossbow that deals 4d6+60 damage (that's even more than the greatweapon wielder!) both in melee and from up to 120 feet away, then there can only be one conclusion:
There IS a major flaw, and patching the rules needs to happen. Even though keeping track of the changes IS a hassle.
Not only does these feats disable every other character build, they completely outclass the monsters too.
Since I would like to avoid rewriting the entire MM in the Dave 2008 style, I feel that taking away the possibility for runaway amounts of damage is the more painless way to go.
Of course, the best solution would be for WotC to errata the GWM, SS and CE feats officially.![]()
If you're looking at things in a vacuum, then sure feats like GWM, SS and CE easily outclass monsters. In a straight up, by the numbers comparison the PCs always come out ahead. I do agree that some of the feats need to be toned down a bit. Though really, there are a variety of monster abilities, spells, terrain and tactics that should always be considered in encounters. What's required for a ranged attack, for example? You need your range weapon and ammo, to be in range, and line of sight. Things like walls that are illusions, invisibility, cover, range penalties and enemies who are capable of firing back all mess with ranged PCs. Or just outnumber the PCs more. Tired of that GWM fighter slaughtering monsters left and right? Have enemies with evasion abilities who slip in and out of melee range. Have enemy archers pepper him with arrows from atop a wall or inside a tower or even up a tree. A GWM fighter who doesn't have anything he can reach does 0 damage. A range PC who can't see their target does 0 damage. It makes things more interesting, mixes up encounters and keeps PCs on their toes. You can also throw things into an encounter that PCs can't fight, like traps or terrain obstacles. Plus you have monsters with resistances. Put those solidly built PCs in a locked room fighting oozes while the ceiling presses down on them in an elaborate trap. Now you have PCs trying to stop the trap and open the door plus a monster with some nasty resistances. The ooze doesn't care if the ceiling presses into the floor. They'll just slip through the cracks and be fine. The PCs will get crushed to death though, if they don't stop that ceiling. Even if that rogue is crazy good at spotting and disarming traps, it still takes time and takes them out of the fight. That puts pressure on any build to survive no matter how good. My point being there is a lot more that goes into challenging a party than just propping monster up in front of them. I have a pretty good group of optimizers myself. They can build some nasty characters. I've made them afraid on many occasions and taken them down a few times. I did it by using all the encounter tools the game offers you. I never re-wrote a monster, stat block, trap or anything. There are more tools in the DM toolbox besides monsters. Some monsters do have low ACs, which makes things like GWM more dangerous. Though there are situations where monsters have a high AC and that GWM is a lot less likely to take that -5 penalty if it means they'll miss more and do no damage. The core of the game that the rules are built around is that players kill monsters to get rewards (either xp or treasure). So naturally PCs are good at killing stuff. It's what every class in the game is built around. You can keep it easy and let the group slaughter their way through a game if you like. You can also make it more difficult by adding things into an encounter that are hindrances to the group. Neither one is wrong. It's just what you want from a game. Even if you run a tougher game, there is nothing wrong with the party being able to trash an encounter here and there. Sometimes a solid victory is a good reward when the group has gone through tough fights. This still doesn't strike me as a rules problem or a build problem or a range vs melee problem. It strikes me as an encounter problem, which is a lot easier to fix than changing feats or monster stats.