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General Tabletop Discussion
*Dungeons & Dragons
[5e] Modification of -5/+10 Feats
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<blockquote data-quote="Tormyr" data-source="post: 7129952" data-attributes="member: 6776887"><p>That is why the other options are in there as well. CR 1 creatures have a suggested AC in the DMG of 13, and CR 20 creatures have a suggested AC of 19. GWM falls apart when used against higher CR creatures (with higher AC) than the PC level. The unmodified level 1 and Level 20 examples are going against the "average" CR (with an "appropriate AC). At that point, the power attack being used every turn is just slightly better. Obviously there are all sorts of AC ratings for creatures of the same CR, but looking at specific AC values is not the important part. The important part is looking at the range where GWM is viable and what it does in that range.</p><p></p><p>After the average CR example that establishes a point where GWM is slightly better than not having it, the example that pits level 20 PCs against CR 1 foes is one type of ideal scenario. The advantage the level 20 GWM fighter has over the level 20 fighter increases from 5 DPR to 27 DPR by shifting the target AC from 19 (CR 20) to 13 (CR 1).</p><p></p><p>The average CR enemies with Advantage is another kind of ideal scenario. In this one GWM is worth another 20 DPR to the level 20 fighter.</p><p></p><p>The CR 1 with Advantage is essentially as good as it gets. At this point the level 20 fighter gains 47 DPR with GWM.</p><p></p><p>You do not need to look at every AC for every level. You only need to look at the range from where GWM is just viable to the point where the PC only misses on a natural 1.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7129952, member: 6776887"] That is why the other options are in there as well. CR 1 creatures have a suggested AC in the DMG of 13, and CR 20 creatures have a suggested AC of 19. GWM falls apart when used against higher CR creatures (with higher AC) than the PC level. The unmodified level 1 and Level 20 examples are going against the "average" CR (with an "appropriate AC). At that point, the power attack being used every turn is just slightly better. Obviously there are all sorts of AC ratings for creatures of the same CR, but looking at specific AC values is not the important part. The important part is looking at the range where GWM is viable and what it does in that range. After the average CR example that establishes a point where GWM is slightly better than not having it, the example that pits level 20 PCs against CR 1 foes is one type of ideal scenario. The advantage the level 20 GWM fighter has over the level 20 fighter increases from 5 DPR to 27 DPR by shifting the target AC from 19 (CR 20) to 13 (CR 1). The average CR enemies with Advantage is another kind of ideal scenario. In this one GWM is worth another 20 DPR to the level 20 fighter. The CR 1 with Advantage is essentially as good as it gets. At this point the level 20 fighter gains 47 DPR with GWM. You do not need to look at every AC for every level. You only need to look at the range from where GWM is just viable to the point where the PC only misses on a natural 1. [/QUOTE]
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[5e] Modification of -5/+10 Feats
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