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 .
Lol if you want - you can even cameo. We're not doing any of this higher level combat stuff though any more, this was ages ago in October when 5e first came out. What I'm running right now is the very end of City of the Spider Queen converted to 5e. I'm not sure how much you'd get out of that.
We do run one shot stuff for giggles though every now and again to test various things.

I think everyone here has forgotten the point. I started posting data from games because @Coredump claimed he'd done all the maths with all the variations and that 2:1 damage ratios "almost never happen".

Well, not only has someone else subsequently posted maths which proves under fairly common scenarios (ie, Bless) that in fact 2:1 damage ratios are likely, but based on the games I have ran where party optimization is a major consideration, 2:1 damage ratios are to be expected.

Is that going to be a problem at every table? Absolutely not. But it HAS been a problem at some tables - such as Zardinaar wrapping up his campaign at level 12 due to SS + Bless + Xbow Expert abuse.
What does the game really gain by having these feats in there? What does it lose by taking them away or modifying them?

My actual core issue with SS + CBE is not the damage potential, although it is overpowered. It's the fact you can create a character with very few weaknesses. It's like 3rd Edition multi-classing all over again.

You're converting old stuff too. We're doing the same. The new modules don't seem very fun. The stories are kind of boring.

I picked up a Pathfinder AP and am going to convert it. I started to read it and immediately understood how much I missed their modules. The story fluff I usually find interesting. A nice little murder mystery. Lots of setting detail to emphasize. Much more interesting.
 

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People on both sides seem to be asking for "real numbers", so here's one more stab at it. This is the damage per Attack action by an archer fighter, with various combinations of feats and bonuses vs. various target ACs. This does not give the fighter any benefit from magic weapons or subclass abilities (both of which tend to make CE+SS even stronger). This also ignores any accuracy benefit from Sharpshooter (SS) allowing the fighter to ignore cover or range penalties or Crossbow Expert (CE) ignoring disadvantage in melee. So overall I think this is biased somewhat against CE+SS compared to actual play.

For the target ACs, I chose the DMG-recommended AC for a monster with a CR of character level - 2, as well as -4 AC and +4 AC from there.

The fighter is a variant human starting with 16 Dex and the Archery fighting style. The versions with Crossbow Expert use a hand crossbow; those without use a longbow. The "no feats" version chooses a non-combat feat and then uses all ASIs to increase Dex until it's capped at 20. The single-feat versions start with that feat and then use ASIs to increase Dex. The CE+SS version has both feats by level 4 and then uses ASIs to increase Dex. Versions with SS are always using the -5/+10.

The math includes all relevant factors and probabilities, including crits. Damage is rounded to the nearest 0.1.

Code:
              No feats  CE only  SS only  CE+SS  CE+SS+Bless  CE+SS+Bless+Adv  No feats+Bless+Adv
Lv 4, AC 9       8.3      14.6     14.1    23.5     27.6           32.6               8.9
Lv 4, AC13       7.0      12.3     10.4    16.9     21.0           28.9               8.9
Lv 4, AC17       5.3       9.3      6.7    10.3     14.4           22.7               8.3
Lv 6, AC10      18.5      24.8     31.7    39.9     46.5           52.5              19.8
Lv 6, AC14      16.6      22.2     23.9    29.4     36.0           47.8              19.8
Lv 6, AC18      12.8      17.1     16.1    18.9     25.5           38.9              18.9
Lv11, AC12      27.8      33.0     44.6    56.2     65.5           74.0              29.7
Lv11, AC16      23.5      27.9     32.9    41.4     50.7           67.3              29.5
Lv11, AC20      17.8      21.1     21.2    26.6     35.9           54.7              27.6

Even against the high-AC targets with no attack bonuses (Bless or Advantage), using the -5/+10 from Sharpshooter is always an advantage. In extreme cases adding CE+SS gives almost 4x (366%) the damage as not having the feats (32.6 vs. 8.9 damage for an AC9 target at Lv4 with Bless and Advantage).

For targets of typical AC, it looks like CE+SS gives a bit more than double damage compared to a baseline longbow archer if you assume that parties tend to generate more situational advantages for themselves as they increase in level.

For example:
At level 4 vs. an AC 13 target, CE+SS averages 16.9 damage vs. 7.0 damage without feats.
At level 6 with Bless vs. an AC 14 target, CE+SS averages 36.0 damage vs. 18.3 damage without feats.
At level 11 with Bless and Advantage vs. an AC 16 target, CE+SS averages 67.3 damage vs. 29.5 damage without feats.

It's true that Crossbow Expert also contributes significantly to damage, but SS is the larger component at higher levels and/or when you stack more attack bonuses.

User the Monster Manual for ACs or monsters/NPCs from Tyranny of Dragons. Run the check. That will mirror closer to our experience.
 

You may be joking, but I have done that comparison. To prove how broken GWF was, they presented a fighter with GWM, PAM, Bless, and maybe something else.
So I did the break down to show how much of that damage came from each source..... spoiler: It was not GWM.

Did your GWM calculations use a polearm?

All this DPR calculation stuff assume GWM vs SS + CE, but doesn't compare GWM + PM which is the "duh" combination here. D10 weapon with threatening reach combined with GWM on each attack? Plus all the extra attacks from crits and kills from GWM that the base greatsword guy wouldn't get because he doesn't have reach? Plus, not to mention, the GWM + PM guy can choose either +1 AC or GWF, and even if he sacrifices GWF bonus damage can still probably eke out a superior build with +1 AC, given that he controls the front line. I'm not saying it's not a good idea to have both characters, I just don't think SS is that great, except for the +2 to hit from archery style but if you play by the rules you will run out of bolts, at least in my game.

Good luck white rooming a polearm build. I can't take seriously any of these DPR calculations that don't at least try to estimate how many times GWM's +10 damage will be triggered, even if the player is playing optimally to run interference at the front line or at funnel points like tunnel entrances or corridors. Don't forget the front line fighter guy with a polearm can MC Barbarian for Reckless Attack and that puts his damage way ahead of the archery style's +2 to hit. What other to-hit bonuses are there?

Here I was arguing in favor of nerfing PM to remove the bonus attack and nerfing GWM to make it not work with reach weapons, but now I wonder if the designers knew all along they wanted two main, non-caster power builds in 5th edition.

It's just a shame that dual wielding is nowhere near viable compared to either the machine gun sharpshooter or the polearm choppy choppy ganker.
 

Did your GWM calculations use a polearm?

All this DPR calculation stuff assume GWM vs SS + CE, but doesn't compare GWM + PM which is the "duh" combination here. D10 weapon with threatening reach combined with GWM on each attack? Plus all the extra attacks from crits and kills from GWM that the base greatsword guy wouldn't get because he doesn't have reach? Plus, not to mention, the GWM + PM guy can choose either +1 AC or GWF, and even if he sacrifices GWF bonus damage can still probably eke out a superior build with +1 AC, given that he controls the front line. I'm not saying it's not a good idea to have both characters, I just don't think SS is that great, except for the +2 to hit from archery style but if you play by the rules you will run out of bolts, at least in my game.

Good luck white rooming a polearm build. I can't take seriously any of these DPR calculations that don't at least try to estimate how many times GWM's +10 damage will be triggered, even if the player is playing optimally to run interference at the front line or at funnel points like tunnel entrances or corridors. Don't forget the front line fighter guy with a polearm can MC Barbarian for Reckless Attack and that puts his damage way ahead of the archery style's +2 to hit. What other to-hit bonuses are there?

Here I was arguing in favor of nerfing PM to remove the bonus attack and nerfing GWM to make it not work with reach weapons, but now I wonder if the designers knew all along they wanted two main, non-caster power builds in 5th edition.

It's just a shame that dual wielding is nowhere near viable compared to either the machine gun sharpshooter or the polearm choppy choppy ganker.

A potential "fix" to GWM and SS is to have -5 to attack in exchange for +1[W] damage. That way instead of a handcrossbow getting 1d6+18 (21.5 average) per attack, it is 2d6+8 (15 average) per attack. Same situation with polearm master. Sadly though, this fix does very little to reduce the effectiveness of the greatsword GWM fighter.
 

Okay, so what's the community consensus on Great Weapon Master (and Sharpshooter) feats? The discussion is spread over too many threads, so let's summarize where we stand on this.

The premise: GWM/SS is too good compared to other fighting feats/styles; it's too easy to mitigate the -5 penalty.

Your preferred solution(s):

Rewrite the feat: replace the -5/+10 part with +1 Str/Dex
Rewrite the feat: change -5/+10 into -5/+5
Rewrite the feat: change -5/+10 into -5/+8
Rewrite the feat: you can do -5/+10, but once per turn only
The problem isn't that bad; use the feats as-is
Ban the two GWM/SS feats, but allow other feats
Play without feats (they're optional after all)
Other (please specify)

Thanks,

Other: Ban the people from my table who think it's a problem because I don't need to deal with their delusional thinking.

(Truth is, in my experience, most people aren't making it matter - they've not done the math to know when it matters.)

More seriously, you left out "There is NO problem with them."
 

I wouldn't use the -5 / +10 clause for high AC opponents, or if I had disadvantage. Once you know roughly speaking the target's AC to within a few points, you can decide if any given attack should use it. Usually, the dark knight in plate and shield is probably not the best pick for GWM.

The big problem isn't with GWM or SS per se, it's with all the other interactions in the game that it disrupts. If one character has such a feat, and another doesn't, then the one who has it will definitely contribute more to combat. Whether that matters to them or not is up to them, but it's worth considering.

I'm more against the idea the polearms should deal substantially more damage on average than a greataxe or greatsword yielder. And insanely more than the dual wielder. PM + GWM is better than dual yielder with a hypothetical -5 / +10 feat that works on non-heavy weapons. It's still more possible attacks and chances to crit and kill and threaten and reach than a dual wielder has, with the same AC too (assuming the PM + GWM guy actually picked the power gamer option which is the +1 to AC and not GWF).

That's another thing I don't like about GWM, it makes GWF's DPR contribution positively anemic. You're much, much better off sacrificing GWF's tiny +1.33~ damage boost for +1 to AC. +1 to hit or to AC is worth more than +1 to damage. But 1.33 damage compared to +10 damage? (even with the -5) is pretty weak. Sure, GWF is a level 1 or 2 fighting style, but in my opinion it should grow up with your character and remain pertinent to your character's total damage contribution beyond level 4 when he picks up GWF. Or level 6/8 when he picks up GWF after picking up PM. PM is probably a better feat choice for level 1 or 4, given bounded accuracy's low rate of monster AC improvement.

PM adds roughly 50-75% more damage at level 1, I would guess. That's a much better 1st level feat than GWM. And more if the player is smart tactically. And it only gets better as you gain extra attacks and accurary. I'd say take GWM at level 4 or 6 (if you are a fighter). I haven't run any numbers, but that's my gut feeling about the risk of taking that -5 to hit penalty. You can easily get around that by using that part only when it's to your advantage. Such as when you have advantage. Barbarians, for example, should never be estimated in DPR terms without both PM and GWM factored in. It's too unlikely to see a damage focused class not use the highest damaging weapon in the game (the polearm).

Regardless of whether people think these -5 / +10 feats are fine as is, the fact is that the way they were designed makes iconic character build choices (dual wielding, s&b) completely sub-par. +2 AC from a shield is worth +10 on all your attacks, plus bonus attacks? Not likely. Compared to killing mobs 2-3x faster. I think not. It's laughable.

If you want to win at damage, you pick a polearm. Maybe a crossbow if you want to mix it up as an artillery unit and already have a linebacker.
 


Other: Ban the people from my table who think it's a problem because I don't need to deal with their delusional thinking.

The fact that feats make polearms strictly better in every possible way than dual wielders in every circumstance is not delusion. Which makes both the TWF style and the Dual Wielder feat trap options. (people take those options in order to do more damage and because it looks cool. The coolness is a lure towards a false promise of superior damage, but, > insert Admiral Ackbar admonition here).

Neither is the fact that GWM allowing +10 on every attack of a heavy weapon, including reach weapons that allow you to have 1-2 extra attacks every round, making polerarms deal more damage than greatswords or greataxes.

They designed the weapon damage table with relative damage written explicitly. Greataxes do 1d12. Greatswords do 2d6. Polearms do 1d10. How come, suddenly, the polearm guy jump up to getting 1d10 + 1d4 with +10 damage on each annnnnnd an extra AO with +10 as well?

You might want to re-think your admonitions as to delusional thinking. These feats change the ordering of damage potential of these weapons in the weapon table in a dramatic way. Suddenly the 1d10 weapon is heads and shoulders above the 1d8 + mod / 1d8 + mod guy, the 1d8 + 2 + mod + 2 AC guy (S&B), the 1d12 +mod or 2d6 + mod guy.

When they designed 5th edition they told us many times that they wouldn't give us trap options. But they have. If you imagine your barbarian uses two battle axes instead of a halberd, he is going to be doing less than 1/2 the damage. Go ahead, count the total number of possible attacks per round, count the stackable damage bonuses. The polearm master will have three different ways to trigger his 4th attack at level 5: an OA, a kill, or a crit. Given that kills should happen basically every round or two, and if it doesn't, maybe an OA will at the start of battle as the fronts converge. Crits happen a lot with raging barbarians or champions too, with 3+ attacks per round. All of those triggers are extra attacks that the Dual Wielder will never get. And even if they did, they won't get +10 damage to any of them, because GWM doesn't stack with DW, but does, with PM.

The truth of 5th edition is this, if you want to be good at melee damage, no matter how you start out, you end up with a polearm in your hands. It could be at level 1, 4, or 8, or even 12, but eventually you will realize that your character is giving up one or two extra attacks with full mods, at reach, with +10 tacked on. And you will have no other damage feats to pick so you will pick it.

This is why people debate these feats on the boards, because they don't want every single power build to end up the same. Given Wizard's reluctance to admit they screwed up with Polearm Master (and to a lesser extent GWM, allowing it to work with reach weapons since reach implies heavy), the way they will probably fix it is by adding a +10 damage feat to dual wielders, or maybe a new heavy weapon that's single-handed, like a Dwarven WarAxe? That would make DW viable again. But it's just a damage arms race at that point. In the current game, DW lost the damage arms race, horribly.

But take away feats, and what happens? The fighting styles are all balanced, viable in their own ways, and in their proper order again.
 
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Ah, so his AC should have been 19, which means GWM would have been even less effective.


I believe you. I really do. But here is the deal... he got lucky. He needed a 13 to hit, and rolled it 5 out 6 times. Even with precision attack, he should have hit 3, maybe 4, times.

So yes, if you get really lucky, you can do a lot of damage. But the next round, without Action Surge and without being really lucky... you are talking less than 30 more hp. Heck if he got as unlucky in round 2 as he got lucky in round 1.... maybe no HP. Luck is a factor in this game.

First, I'm not going to continue this "Let's see who can look cooler" tossing out math and making quips at the other person. That isn't productive in a discussion like this.

I'll take one more shot at trying to explain some of the reasons why GWF and Sharpshooter work like they do for groups that optimize.

Maybe if we fought the dragon 10 times or a 100 times, the averages for the math would bear out. The average numbers are listed because it is assumed they will occur if rolling over a long period of time. That is how averages work. If you're rolling six attacks in a round, the averages won't necessarily apply. You'll get a bunch of random rolls with wide variation. You would have to generate the rolls over a long period of time to see how many rolls on average it took to get the average dice rolls. That's why I only show how much each hit does. The +10 damage from both feats is static and does not change based on the damage roll. It is a static +10 increase to an individual hit which on average increases damage absent other additions like magical weapon dice damage or crits by about 80%.

My buddy did it like this. I'll give you an example of a round before Reckless. Once he picked up Reckless, he pretty much used GWF at will. It was rare he didn't. A barbarian3/battlemaster fighter 11 using Reckless does an insane amount of damage. You run that some time. Tell me how that looks while he's taking half-damage with Bear Totem from everything while dealing out a load of damage. Pretty a much a winning combination and nightmare for the DM vastly overshadowing what other martials can do.

Let's focus on the level 11 battlemaster at the moment. He attacks the AC 19 dragon. Flies in, unloads Action Surge.

You tell me, does the following look like an amazing round of rolls?

18 str. +4. +4 proficiency. +1 sword. +9 to hit-5 =+4 to hit.

Six attacks. 1d20+1d4 each attack. He used a 1d10
1. D20 rolls 8. D4 rolls 3. 11+4=15. Miss. Use Superiority Dice: 1d10 rolls 5. 20. Hit.
2. D20 rolls 11. D4 rolls 2. 13 +4 17. Miss. Use Superiority Dice. 1d10 rolls 3. 20 hit.
3. D20 rolls 16. D4 rolls 1. 17 +4 = 21. Hit. Do not use Superiority Dice.
4. D20 rolls 3. D 4 rolls 1. 4 +4 = 8. Miss. Margin too large. Do not use Superiority Dice.
5. D20 Rolls 7. D 4 rolls 4. 11+4= 15. Miss. Use Superiority Dice. Rolls 8. 23 Hit.
6. D20 Rolls. 17. D4 rolls 2. 19 +4 = 23. Hit. Do not use Superiority Dice.

Five hits. Three of five superiority dice used. Still has two superiority dice next round. A bardic Inspiration Dice. And his Inspiration for advantage.

D20 rolls: 8, 11, 16, 3, 7, 17. Does that look out of whack as possible rolls to you?
d4 rolls. 3, 2, 1, 1, 4, 2. Does that look like out of whack as possible bless rolls to you?
Superiority d10 dice rolls: 5, 2, 8. Does that look like out of whack superiority dice rolls?

That's all he needed to roll to hit 5 of 6 times for an average of 22 per hit for 108 average damage. He did 115, 7 over average in that round with lucky rolling. Does that seem like something uncommon in the game to you?

That's why the white room math doesn't work very well. He rolls 6d20s, 6d4s, and 3d10s. He rolled very different numbers. The averages come out over time, sure. But round to round finite combats, the averages vary considerably. That is how D&D fights occur. The ACs vary greatly, so you could in a night have all your bad rounds against trash creatures with lower ACs and still rarely miss. You could have all your good rounds against powerful creatures cheering why you do it. Or vice versa. Or a bunch of really average rounds which still leads to a lot of damage.

The hit points of a creature is a finite number. Creature hit points create the pool of damage that must be eliminated to defeat the creature. That means there is a premium on feats or abilities that allow you to do what we gamers refer to as nova or burst damage. Classes like the fighter with Action Surge or Paladin with Smite are extremely good at nova damage. Feats like Sharpshooter and GWF are especially effective for fighter nova damage with Action Surge due to the multiplicative effect. A barbarian is pretty good with GWF or a ranger with Sharpshooter, but a fighter can use these feats best. Either way the feats allow more upfront damage when using nova abilities like Action Surge or Vow of Enmity. If you are able to take a large portion of the hit points of the creature in the opening round, you don't leave sufficient hit points for the rest of the party to close the damage gap to get the average numbers. This is how most of the major fights go.

If you incorporate all the trash fights, you still see the skewing of damage but for different reasons. The paladin generally doesn't spend spell slots to smite trash. If he's fighting the guards at the gate, he won't spend precious spell slots to smite them down. The GWF might not even use GWF on every hit. He may use it on the gate guard with the 14 AC, but not on the gate guard with the 18. He makes his choice based on opponent AC rather than resource preservation. GWF and Sharpshooter are an unlimited resource. The wizard and cleric are also preserving resources because they will need spell slots for buffing in the major fights. The bard gets a lot of bang for the buck keeping up bless. Between the cleric and bard, keeping a 1st level bless spell up for most combats is a fairly low cost, efficient use of resources that provides excellent offense and defense. The damage still skews in favor of the GWF or Sharpshooter because they don't need to preserve GWF or Sharpshooter for big battle whereas the Paladin is saving his Vow and spell slots for smites for big fights. The wizard might drop an occasional fireball, but he too is saving slots for possibly countering spells, buffing the party or himself, or using a powerful effect spell against a more formidable enemy. The fighter just keeps on swinging with GWF or shooting with Sharpshooter looking at the others saying, "I can do this all day."

During actual play you have players making intelligent decisions based on in game circumstances when it is best to use their abilities. GWF and Sharpshooter are easy to build around because they give a substantial damage advantage in a large number of circumstances with a limitless resource. It shows up as a substantial difference in damage between those with the feats and those without throughout an adventure. Analyzing anything beyond the static difference in potential damage per hit is far too difficult given the reasons the damage skews in favor of users of the feats. If you understand the underlying advantages of both feats like the static damage bonus and limitless resource advantage, its easy to see why in actual play they provide such a huge damage bonus and why efficient parties of optimizers like to build around them.
 
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I'm using numbers straight from the monster manual. Someone did a very dice analysis of every monster in the MM and the average AC for monsters is quite a bit lower than what the DMG says the average should be. So unless you have a DM who has enough time to uniquely build every single monster used in your campaign, I believe using the MM data is more pertinent to the discussion. Most players will be facing MM monsters, not custom ones.
I *am* using the stats from the monster manual.

Also, a +2 weapon is only rare. A +1 weapon is uncommon. A +3 weapon is very rare. This is why it is so easy for most PCs to get decent weapons, even while using random treasure. Level 15 for a +2 weapon is actually a little on the high side in most situations, but I prefer to underestimate with magic items and give the benefit of the doubt to bad rolls when doing analysis.
Through level 16, the party should find 5 rare and 3 very rare items. So by level 15 less than that. Of those items, only a fraction will actually be weapons, and then you better hope one of those is the weapon you want.

But its kind of moot, since +X weapons don't really make much difference with GWM.
 

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