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D&D 5E Assuming no GWM/SS, are different fighting styles roughly balanced?

Zardnaar

Legend
Hmm... okay, working from your list what I am aware of from my DMing includes the following

Potentially Distorting
  1. Crossbow Expert with Sharpshooter and Archery, especially as Battlemaster applying Maneuvers from range
  2. Polearm Mastery especially with Variant-Human Paladins
  3. Polearm Mastery with Sentinel
  4. Crit-focused Great Weapon Mastery, especially Half Orc Fighter Champion / Totem Barbarians
  5. Shield Mastery with Dueling and potentially a dip into Rogue for Athletics Expertise (also see next below)
  6. Swashbuckler with Battlemaster multiply triggering Sneak Attack (added to above)
  7. Lore Bard/Diviner Wizard probably using Lucky and Bane or Bless
  8. Druids milking the hit point refresh on changing

Reasonable but can be Strong
  1. Eldritch Blast with Agonizing Blast and Eldritch Spear (if you want range, this beats most things) possibly with Distant Spell (600' range) or Quickened Spell applied (cast it twice)
  2. Monk Martial Arts with Mobile and possibly Wood Elf
  3. Greenflame Blade or Booming Blade are conditionally good depending on multiclassing
  4. Poison use depending on accessibility in your campaign
  5. Wizard milking Fighter for Action Surge (cast Fireball twice to start the combat)
  6. Hill Dwarf Life Cleric possibly going into Celestial Warlock
  7. Archfey / Pact of Chain Warlock milking magical familiars possibly with Magic Stone
  8. Variant Human Shadow Monk Assassin hoping to milk Assassinate (really only good for one round of a combat and quite conditional)
  9. ...there's really a lot of possibilities in this category: too many to list and no doubt a lot my group hasn't found yet

Sneak Attack is pretty much average and frankly, straight Wizard for 11 levels beats all of them.

I like this list. A few more.

Thief w/healer feat.
Life Cleric 1/Land Druid XYZ
Life Cleric 1, Lore Bard 6+
 

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Dausuul

Legend
Specifically, looking for any outliers in the level 1-4 range, 5-10 range, and 11-14 range.

The only one that jumps out at me is EB + AB at level 11+. 3d10+15 with no bonus action. Seems a little too strong for a caster.
Casters don't get Agonizing Blast. That's a warlock class feature.

(In case it wasn't clear: Warlocks aren't casters. The warlock is an archer in caster clothing.)
 

TwoSix

Dirty, realism-hating munchkin powergamer
Casters don't get Agonizing Blast. That's a warlock class feature.

(In case it wasn't clear: Warlocks aren't casters. The warlock is an archer in caster clothing.)
cotton.jpg
 

TwoSix

Dirty, realism-hating munchkin powergamer
Hmm... okay, working from your list what I am aware of from my DMing includes the following

Potentially Distorting
  1. Crossbow Expert with Sharpshooter and Archery, especially as Battlemaster applying Maneuvers from range
  2. Polearm Mastery especially with Variant-Human Paladins
  3. Polearm Mastery with Sentinel
  4. Crit-focused Great Weapon Mastery, especially Half Orc Fighter Champion / Totem Barbarians
  5. Shield Mastery with Dueling and potentially a dip into Rogue for Athletics Expertise (also see next below)
  6. Swashbuckler with Battlemaster multiply triggering Sneak Attack (added to above)
  7. Lore Bard/Diviner Wizard probably using Lucky and Bane or Bless
  8. Druids milking the hit point refresh on changing

Reasonable but can be Strong
  1. Eldritch Blast with Agonizing Blast and Eldritch Spear (if you want range, this beats most things) possibly with Distant Spell (600' range) or Quickened Spell applied (cast it twice)
  2. Monk Martial Arts with Mobile and possibly Wood Elf
  3. Greenflame Blade or Booming Blade are conditionally good depending on multiclassing
  4. Poison use depending on accessibility in your campaign
  5. Wizard milking Fighter for Action Surge (cast Fireball twice to start the combat)
  6. Hill Dwarf Life Cleric possibly going into Celestial Warlock
  7. Archfey / Pact of Chain Warlock milking magical familiars possibly with Magic Stone
  8. Variant Human Shadow Monk Assassin hoping to milk Assassinate (really only good for one round of a combat and quite conditional)
  9. ...there's really a lot of possibilities in this category: too many to list and no doubt a lot my group hasn't found yet

Sneak Attack is pretty much average and frankly, straight Wizard for 11 levels beats all of them.
This is an excellent list, and exactly the kind of thing I was looking for. Thanks for posting it.
 

CapnZapp

Legend
He only needs to play ammo to the extent he keeps a hand free and spends his one free interaction with an object.
But... but that's precisely what you would do armed with a single hand crossbow :confused:

(I believe we agree, my confusion is because you come across as making objections that somehow diminish or invalidate the build choice... Why emphasize this so hard when it isn't a restriction that matters?)

By gimped I mean relative to the fighter setup to go toe-to-toe, once they are toe-to-toe. In a fight between Battlemasters, landing the first Maneuver that works could be definitive e.g. Disarm, Trip or Menace.
Sorry, my build advice is never geared toward PC on PC combat.

I compare different builds, but only as so far how they compare in killing monsters, never each other.

I now understand more of where you're coming from.

Still, the reason I objected so strongly is because "gimping" to me is a strong negative.

And to be honest, going without a shield only makes combats more exciting, since the poor monsters will be given an extra +10% on their feeble attacks.

My main point is that each time you get to make even a single attack the round before you would have, had you gone melee, that is enough to win the DPR race all by itself.

Killing the monsters is by far the best strategy. The best defense is offense.

You could almost say that any defensive measure you take is the wrong approach, assuming you chose it over a offensive measure of roughly equal stature. The probably most famous example revolves around in-combat healing: it is almost always better to deal N points of damage to the monsters than to heal your allies N points of damage. Any combat medic would probably be better off using attacks to do his job - this is very far from games like WoW, where combat heals are designed to be necessary.

Returning to measures in general, the WotC design team have put a very small cost on perhaps the biggest offensive measure of all, the ability to project force at a hundred feet away instead of merely five.

Moreover, they have reduced said cost considerably compared to any previous edition you choose.
 

Tony Vargas

Legend
Not sure if this is the argument you're making, but

"Don't nerf the martial feats because casters overshadow them anyway"

is an incredibly raw deal for all those weapon builds that AREN'T greatweapon and x-bow wielders.
Well, I suppose you could give 'em all broken feats, too.

Feel free to discuss any martial-caster imbalance, but please do it separately.
Melee-range imbalance includes caster imbalance, because spells, and even cantrips, can be ranged attacks.

I feel the linear fighter quadratic wizard imbalance is smaller/better than ever in 5th edition
5e clearly has the LFQW disease less severely than 3.x or AD&D, we're talking a mere Spanish Flu rather than or Bubonic Plague or Smallpox, but it could surely do with some supportive therapy before we worry about the relative hangnail of how martials balance vs eachother.

Now, back to the build balance discussion: please don't pull the bad old "it's the DMs fault" blame game, it fixes nothing and only obscures the real issues.
Kudos to all those DMs who have already fixed or obviated the issue, though.

It is a fact 5th edition has removed/mitigated loads of restrictions on archery... we could move on to discuss what limitations the edition needs to put back into the game.
AoOs for ranged attacks in melee would be a start. Advantage for melee attacks vs 'unarmed' humanoids, with using a ranged weapon as an improvised melee weapon carrying a significant risk of the weapon being destroyed, perhaps? A ceiling on the RoF of crossbows might help...

Beefing melee up could also be good. Putting back the Charge action, for instance, would make melee types better-able to cope with more spread-out enemies. Even easing up on thrown weapons & object interaction might help, that way, a tad.



Finally found it!
This is a huge ASIDE to the original topic, and I recommend the OP skips this post completely.


The end analysis is that WotC have made it too cheap to build a ranged characters. Compared to 3rd edition, ranged fire is better/cheaper/less restrictive in at least seven ways, some more significant than others.

Roll back some or all of these ill-advised changes is the only true solution:
- getting to add ability bonus to damage (you didn't in 3E)
- getting to add Dexterity not Strength to damage
- being able to ignore cover (Sharpshooter)
- being able to ignore range (Sharpshooter)
- being able to ignore elf/target being attacked in melee (Crossbow Expert)
- being able to effectively "dualwield" a ranged weapon (Crossbow Expert)
- being able to effectively stack two weapon fighting styles (Crossbow Expert effectively gives you Two-Weapon Fighting which you can stack with Archery)
- being able to stack bow and ammo magic bonuses
- being able to "power attack" with ranged weapon (the -5/+10 part of Sharpshooter)
- being able to shoot effectively while on the move (a requisite for "kiting"). In 3E, you only got "extra attack" if you stood still

Okay, so this wasn't seven points. It was ten. And still I've probably forgot one!

Just sayin' lest we forget there is a definite price to be paid for all these cool "dex builds"...
PS. No elfs, "ignore elf/target" should have read "ignore self/target" DS
PPS. I thought the "missing eleventh" point would be in that thread too, but I can't find it and now I'm out of time. Hopefully you'll focus more on "wow that's an incredible number of lifted restrictions - I can't believe WotC thought that to be a good idea" than "he said eleven but only gave us ten"...
A round of applause for CapnZapp...
...heck, since the topic is ranged, five rounds rapid!
;)

The reason is that I don't understand how your party full of Fighter 11th CE/SS archers - which is an incredibly narrow build - are dealing with a full range of challenges in all pillars?
The same way the party of 11th GWM beatsticks are: by failing at most of them.


Killing the monsters is by far the best strategy. The best defense is offense.
Simplistic. Not wrong, but not the whole story. ;)
 

clearstream

(He, Him)
But... but that's precisely what you would do armed with a single hand crossbow :confused:

(I believe we agree, my confusion is because you come across as making objections that somehow diminish or invalidate the build choice... Why emphasize this so hard when it isn't a restriction that matters?)
DMs need to keep the ammo rule in mind because it imposes a couple of constraints that are worth having now that WotC have thrown away so many. One is that the CE/SS Hand Crossbow wielder can't fire four times then change weapon or switch to shield, because they lack a free interaction to do it with. They can't haul out a potion of healing and quaff it. If they are falling back, they can't open any doors. I will admit this is all kind of clutching at straws, but then... it is in the existing rules so why not use it?

Sorry, my build advice is never geared toward PC on PC combat.

I compare different builds, but only as so far how they compare in killing monsters, never each other.

I now understand more of where you're coming from.
Likewise. Years ago I started finding vanilla monsters insufficiently interesting opponents (to my taste, I'm not knocking the tale of heroes fighting back monstrosities). It gives a DM a lot more tools to counter this sort of malarkey, I can tell you :)

My main point is that each time you get to make even a single attack the round before you would have, had you gone melee, that is enough to win the DPR race all by itself.

Killing the monsters is by far the best strategy. The best defense is offense.
Agreed with respect to monsters, they're kind of hapless. Against character-class equivalents I find that the choices I can make instead of taking 11 levels of fighter and investing two feats allows that foe to reliably close without in many cases even being hit. Even using vanilla monsters, I believe a diversified party will be overall more successful. One problem for DMs is whether they will hold their optimisers to account? By which I mean, when the four archers reach that door that they simply cannot open or the Duchess that they cannot persuade, do you allow them to go around or do you say - yes, this line of adventure ends here.
 




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