D&D 5E [5e] Modification of -5/+10 Feats


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You got to be kidding me...


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nope. Though I suppose it depends somewhat on the details. Like can you keep using it until you land the +10 damage? Or do you just get one attempt regardless of whether you land it or not? Further, what kinds of precision attack strategies will be adopted for this style and how will these impact the ability? Yea, I'm still concerned. 20-25% damage increase is about right unless there is some other kind of drawback.
 


You got to be kidding me...


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I'm with the others. +10 damage is nearly double a great weapon wielder's base damage. A variant human Barbarian would be doing 2d6+3/5 at low levels, or 10-12. A potential +20 at level 5 is still a huge jump. Not till much later, and with magic items, does +10 become a smaller, but still significant percent, of a character's damage. And being able to toss it onto a polearm master 1d4 bonus attack is even more huge.

-Prof/+2Prof would delay the spike until level 13. Having a +2 weapon or some extra magic damage dice at that point would be possible and nearly expected based on the premade adventures. It would also accept that the feat is "balanced" at some point in the game, like when a player pushes for Str 20 before picking it up.


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Two other possibilities:
1- As mentioned in my original post, reduce the feats to a 1 for 1 exchange. -5 to hit gains +5 to damage.
2- Change the feats to give disadvantage on attack rolls in exchange for doing maximum damage. No bonuses to worry about.

1. Look at the GWM Prof Damage version on page 3. Like only allowing 1 power attack hit per round, it still does lots of damage in favorable conditions but is worse than a regular fighter.
2. Using disadvantage makes a weird situation where the modified GWM would be better when the PC already had disadvantage or when they would otherwise have advantage and now have a regular roll, but worse when it would normally be a regular roll and they chose to use the disadvantage power attack.
 

Anything more than about +20-25% is too much unless there is some other drawback involved in gaining the damage.

Then you probably want the half feat version, labelled as GWM Fighter No 10 on page 3. It keeps the bonus action cleave and replaces the power attack with a +1.

The one power attack per turn version I did, GWM Fighter 1 Turn on page 3, takes into account that the power attack can be repeated until a hit is scored. When more attacks are available in normal circumstances, it actually does only 88% of the damage of a regular fighter because it makes it harder to hit without allowing bonus damage on all the hits that scored. At level 1 it does 40% more damage than a regular fighter (9.5 vs 6.85), and in other optimal situations it does 20%-40% more damage.
 

Then you probably want the half feat version, labelled as GWM Fighter No 10 on page 3. It keeps the bonus action cleave and replaces the power attack with a +1.

The one power attack per turn version I did, GWM Fighter 1 Turn on page 3, takes into account that the power attack can be repeated until a hit is scored. When more attacks are available in normal circumstances, it actually does only 88% of the damage of a regular fighter because it makes it harder to hit without allowing bonus damage on all the hits that scored. At level 1 it does 40% more damage than a regular fighter (9.5 vs 6.85), and in other optimal situations it does 20%-40% more damage.

Your page 3 math was only against a single AC. Next to useless IMO.
 


Level 1 PCs were set against an of AC 13.
Level 20 PCs on average and with advantage were set against an AC of 19.

Is there a different PC level and target AC you would like me to post?

It's nearly meaningless to do a GWM or SS comparison against a single AC at any level. I could make the comparison show whatever I wanted by sitting the AC I am using up or down. Do a AC range or at least do a high low and medium AC comparison before drawing conclusions on any of it.

Also, it's worth including abilities like precision attack or barbarians reckless attack! (Hint, precision attack is pretty close to +3 attack). These abilities drastically change the percentages you are calculating and they do so in favor of the GWM and Sharpshooter feats.
 

Oh and also consider using higher than a 16 stat as many DM's allow rolling methods that can get an 18 or even a 20 out the gate...
 

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