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dco
Guest
Maximum damage comes from 8 attacks from fighter, 1 from haste, 1 extra attack from the feat, 1 riposte. 110+weapon damage+STR+ Magical damage from weapon+ possible critical damage from the extra attack.* The best possible additional damage from this feat in a turn would be 90 damage...
As opposed to smites for the paladin, meteor storm for a wizard, eldritch blast shenanigans for the Warlock, turning a sea of undead for the cleric, magic shenanigans for the sorcerer, and taunting someone to death for the bard. SS and GWM are part of what make ranged and melee fighters awesome, but that hasn't made our paladin, sorcerer, TWF fighter, bard, wizard, cleric, or monk any less awesome.
The paladin will be also more powerful with the feat, 1 extra attack using smite can mean: 10+weapon damage+STR+Magical damage from weapon and spells+ 6-7d8 radiant. It could also be a lucky critical.
With their 2 usual attacks you can add a max of 20, and using sacred weapon the paladin can nullify the -5 from the feat.
Now with a fighter and a paladin in a group we are talking about a potential 350-500 more damage in the first 2 rounds of combat, in my opinion that's game changing and as a DM you need to accomodate all that extra damage or let them play a game with easy difficulty.
I can say most people I know prefer the game below the last tier of levels and in this edition last levels aren't much slower, most classes have the same number of attacks and can cast the same number of spells per round as they did on lvl 5. Food for thoughts.