D&D 5E Current take on GWM/SS

Your preferred solution(s)?

  • Rewrite the feat: replace the -5/+10 part with +1 Str/Dex

    Votes: 22 13.6%
  • Rewrite the feat: change -5/+10 into -5/+5

    Votes: 8 4.9%
  • Rewrite the feat: change -5/+10 into -5/+8

    Votes: 2 1.2%
  • Rewrite the feat: you can do -5/+10, but once per turn only

    Votes: 33 20.4%
  • The problem isn't that bad; use the feats as-is

    Votes: 78 48.1%
  • Ban the two GWM/SS feats, but allow other feats

    Votes: 6 3.7%
  • Play without feats (they're optional after all)

    Votes: 11 6.8%
  • Other (please specify)

    Votes: 24 14.8%

  • Poll closed .
[MENTION=6786202]DaveDash[/MENTION]: I think it would be more valuable to examine your encounter design and adventure design than the rolls and math of the characters.
 

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Which is my point. It ain't the feats - it's the group's approach to the game that is at odds with the game's design in some fashion. Forty-five percent of respondents have no issue with the feat as of the time of this post. I imagine that's because they play the game in a particular way that is more compatible with the game's assumptions.
DMG p.71 - tailor the adventure to your group. So if the group likes combat, you will have lots of it. This is not inconsistent with the game design. It's the -5/+10 stuffs things up. You use a kind of spotlight balance, which is fine for some tables, but not all. And for those where it is not fine, you need better balance in areas such as damage.

The game's core design (not using optional feats or MCing) actually has a very balanced damage ballpark for all PCs. But the -5/+10 throws it out of whack. 55% think there is an issue. I imagine of the 45% who are content/not too upset, most of them are probably playing low level games and havent seen the true horror of the -5/+10 yet. ;)

Personally, I suspect the mechanic was included in a misguided effort to recreate the (dreadful imo) striker role of 4e. If you like that sort of thing they're fine. If not.... blurgh.
 
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The game's core design (not using optional feats or MCing) actually has a very balanced damage ballpark for all PCs. It is the -5/+10 that throws it out of whack. 55% think there is an issue. I imagine of the 45% who are content/not too upset, most of them are probably playing low level games and havent seen the true horror of the -5/+10 yet. ;)

Personally, I suspect the mechanic was included in a misguided effort to recreate the (dreadful imo) striker role of 4e. If you like that sort of thing they're fine. If not.... blurgh.

But if you have a game that has some measure of balance between the three pillars of the game, then characters that out-damage others simply aren't a problem. The guy or gal who didn't take that feat likely took some other feat and is now shining in social interaction or exploration. Spotlight time is thus shared equally. This is further bolstered by a the guy or gal or who has the feat sometimes not using it so others in the scene look more awesome.

Like I mentioned to DaveDash, show me your encounter and adventure design and we'll see what's what.
 

No, it's possible that game designers include mechanics that go against the base assumptions of the game. However, I do not find that to be the case with these feats. Reading the posts of those who find the feats flawed in some fashion, I get the impression that they are not playing the game with a balanced approach with regard to the three pillars and have players that have difficulty sharing the spotlight. Some also come from a 3e/4e background (games that I enjoyed) and have carried that mindset forward into D&D 5e when it's clearly a different game. It's not enough to make all the optimal choices. Those choices must also help the group achieve the goals of play in my view.

In any case, it's your game - change the feats if you have no other solution (or don't want to apply the solutions you do know of).

Some of what you say is true. The 3E/Pathfinder mentality is strong in my players.

We'll see how it plays out in time.
 

But if you have a game that has some measure of balance between the three pillars of the game, then characters that out-damage others simply aren't a problem. The guy or gal who didn't take that feat likely took some other feat and is now shining in social interaction or exploration. Spotlight time is thus shared equally. This is further bolstered by a the guy or gal or who has the feat sometimes not using it so others in the scene look more awesome.

Like I mentioned to DaveDash, show me your encounter and adventure design and we'll see what's what.

This is only true if your table wants spotlight balance of this kind. Which I have found many dont, and prefer to focus on combat. But I get your point.
 

This is only true if your table wants spotlight balance of this kind. Which I have found many dont, and prefer to focus on combat.

Then as I suspected it's the approach is what's making the feat questionable. The feat itself is otherwise okay given a different approach. In a roleplaying game, I submit that game balance (read: combat balance) is only important as it relates to sharing the spotlight.

As an side, it might be worthwhile to examine why the group prefers combat to the other pillars. As DM, I'd be asking myself, "What can I do to make exploration and social interaction more appealing to my players?" I'd also be asking the players. Exploration and social interaction can be really boring if the DM doesn't present it in a particular way. The key is to present it in a way that engages the players. In the case of players who are keen on math and combat, rewarding exploration and social interaction with things that will give them a boon in combat later is one easy way to do it. Another way is to make sure the stakes for scenes drawing upon the other two pillars are as compelling as combat. This is fodder for another thread, of course, but it's worth considering I think.
 

Well, I'm going to test one last thing. The campaign where the GWM problem showed up was run by the other guy that DMs. I'm a bit more ruthless than he is. Last fight I ran I shut down the Sharpshooter and nearly killed him. I have one player that cares very little for optimization both as a DM and a player. It drives him a bit nuts when the other players min-max. I feel my motivation to rein in these feats is partially driven by my desire to have him DM. If he burns out, I'd probably end up stuck DMing. I like to play now and again. He was really frustrated dealing with GWM novas while running the game.

I found Sharpshooter somewhat annoying. You get in the Sharpshooters face with the monsters, you can take him down. Bounded Accuracy works both ways. I usually give the enemies Sharpshooter or GWF to balance things out.

Who knows. I may be having a bit of a knee jerk reaction to the nightmare that Pathfinder became when we quite Mythic Adventures.
 
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Out of curiosity, of those of you who are having trouble with these feats, how many cleave closely to the encounter building guidelines in the DMG? Would you say you stick to them very closely, somewhat closely, or not at all? If you stick to them at least somewhat closely, what difficulty level (Easy, Medium, Hard, Deadly) are you including in your games?
 

Out of curiosity, of those of you who are having trouble with these feats, how many cleave closely to the encounter building guidelines in the DMG? Would you say you stick to them very closely, somewhat closely, or not at all? If you stick to them at least somewhat closely, what difficulty level (Easy, Medium, Hard, Deadly) are you including in your games?

I use them a little bit. I also value certain abilities more than others. Pack Tactics is more powerful in most combat situations than the Dash ability of orcs. Now in certain situations such as trying to flee, that orc dash ability is powerful. I have found the martial advantage ability of hobgoblins makes them more dangerous than the special ability of gnolls. Some of these skew the encounter building guidelines bit one way or the other.

I'm the kind of DM that starts trying to use the baseline. Then once I get experience, I do things my own way. I know what my players can handle. I know how I want an encounter to play out. I've been relatively successful making encounters play as I want them to play.

My players certainly don't mind the other two pillars on occasion. Everyone likes a bit of political intrigue or romance or a riddle game or hall of traps. The non-min/max player really enjoyed kingdom building, which was a mix of exploration and social. They all loved Kingmaker. The other two if only to role-play being rulers of a kingdom.
 

I'm a bit confused.

For those who are having a problem, who in the party is complaining?

Because at my table, I had to explain to the rogue player that rogues aren't primary damage dealers anymore. Once I did, the grumbling stopped.
 

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