Tony Vargas
Legend
I didn't get that from it, at all. For one thing, one of those components is Advantage, a pervasive mechanic and among the best-received of those adopted by 5e.No, it really is not a decent analogy at all, Tony. His analogy is crafted to suggest the individual components of the combination that breaks GWM are roughly equal.
More true than you mean it to be.It's all deeply and profoundly wrong.

Well, it was OK for TSR for 20+ years, and that is the period 5e intentionally hearkens back to. Really, that's just a negative spin on DM Empowerment.also object strongly to the notion that, in essence, boils down to "as soon as balancing becomes hard and not trivial, its okay for WotC to dump all the hard work in the laps of DMs"
I'd prefer not to see it dumped officially - seeing it optional in the feat section seems enough of a concession. Having it errata'd is probably too much to ask, so Xeviat's original topic - how to fix it, mechanically, in his game - seems like a worthy one.The fact is that +10 is the bleedingly obvious culprit here, and fixing it not that hard: all the complicated analysis has already been done, right in this and other threads! If you don't want to get fancy (and I'm sure WotC wouldn't want to), replace it with +1 Str and be done with it.
In the OP, it was a Barbarian, not a fighter, and he was not relying on other party members to gain Advantage to compensate for the -5.In a combination with all of those things, it's no longer the fighter doing that additional +10 damage. If the fighter is relying on other classes to enable him to reliably do that damage.
Not what I was talking about. Lack of threading strikes again.It's supposed to model a challenge being easier, not harder, that's why it's a feat.
Ookay then, if you want to call imbalance 'disparity' so you can feel good about liking it, and Zapp want's to call imbalanced things 'broken' so he can feel good about complaining about them, fine. You guys just do that and continue your bickering.Disparity is going to happen in any game where you aren't all making boring clones of one another. Disparity is okay.
And if you find it's "not broken for you," you've already used one or more of 'em. ;PIf it's broken for you, there are many ways to fix the issue.
Seriously, you and Zapp (and not just the two of you) are hung up on quibbling over language and finger-pointing. You want to blame him for playing wrong (and thus affirm your superiority to him), he wants to blame the optional sub-system that lets him play in something more like the 3.x style, for giving results more like you'd get from 3.x (and thus affirm his his superiority to the designers).
I want blame myself for trying to talk sense to either of you.
Xeviat just wanted to discuss a how to mod a feat. ...
The +5/-10 is the 5e answer to Power Attack, and it'd be nice to have an answer to Power Attack in 5e. So cutting the mechanic rather than fixing it would seem less desirable, to me.The version that replaces power attack for +1 strength?
I find that version of the feat both less interesting and anemic from a design standpoint.
Sources of advantage are non-stacking, so not that problematic. BA makes the game very sensitive to any attack bonus, though, so, yeah, Bless, for instance, is also pretty suspicious. Similarly, the scaling of weapon-users being primarily via Extra Attack makes the system very sensitive to damage bonuses.I think that if you actually did the math on that combo, you'd find that the other elements add quite a bit of DPR themselves. Because until you run up against the limit on accuracy (only miss on a natural 1 plus advantage/rerolls) every increase to accuracy corresponds with an increase to DPR.
They certainly align with the fast combat goal of 5e.One point I've seen a few times from those in favor of GWM and SS as they are, is that it's meant to quickly kill off enemies with lower AC and hit points.
That's interesting, it builds in some per-attack scaling, which is nice for weapon-users, but doesn't let it stack vs one foe. That limits abuse, but it also limits usefulness when a campaign doesn't much go for 'mook' combats.So how about this instead of -5/+10: Whenever you hit and deal damage with a melee attack with a heavy weapon (or with an attack from a ranged weapon in SS' case), if the creature's remaining hit points after you deal the damage are equal to or less than your level, it is reduced to 0 hit points.
One issue I see is not that the feat does too much damage, per se - lots of DPR is the main thing some sub-classes get, and big DPR numbers support fast combat - but that there's just the two feats that bring just the two combat styles up to that DPR standard. More/better feats for the combat styles might be a way of 'balancing' GWM/SS.
Well, that's scaling, anyway, and it's more reminiscent of the original Power Attack.I'm leaning toward going for -prof to hit/+ 2x prof to damage. The math is the same, but it's less of a damage spike in the beginning.
Agreed. Part of the issue is that the penalty is static, -5, while Advantage compensates differently for that penalty, depending on the base chance to hit...While I like the simplicity of Disadvantage, I'm mostly convinced it's not the best.
Hmm... what if, instead of a penalty, you lost bonuses. When you power attack, you lose all bonuses to hit except those from Strength (DEX for SS) and magic weapons, and cannot roll a second die for Advantage.
In return, you get 2* prof bonus to damage. Since you're limited to one bonus to hit, other bonuses can't be stacked up to compensate for the loss of Prof.
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