A proclivity for being competitive is misplaced in a cooperative game which is what D&D is. It's a game about storytelling, at least according to the Basic Rules.
And again, my advice is aimed at those who feel the need to take away these choices from players because the player are failing to understand that always making the most optimal choices doesn't necessarily lead to achieving the goals of play.
This is a difference of opinion.
You believe the players should be self-policing.
I feel the game designers are paid to police the rules for issues like this.
I find that we will not agree on this subject. I pay for rules that don't allow these types of options in. If too many enter the game, I'm doing too much of the work the game designers are paid for. They need to create rules that support goals of the game, not options that give players the opportunity to exploit the goals of play.
You seem firmly ensconced in the idea the players should be self-policing and that is the problem. I very much disagree with that idea given the large number of players involved in a game of this size. Even on this forum there are thousands of posts discussing numerous aspects of play. The only touchstone we have to work with is the designed rules. Not every player should be expected to self-police.
I understand you don't see a problem with these feats in particular. That is fine. Many agree with you. Trying to sell me on players self-policing rules that exploit the goals of play is not what we pay game designers for.
Judging from your posts, you focus your design on creative adventures. You don't pay the game designers for story creativity. You pay them for a rule set that you can use to resolve situations in your story. If they give you a rule set with an ability that creates a situation that ripples through the game creating multiples issues, that rule is a problem, not the player.
We have listed the multiple issues seen with Sharpshooter and GWF throughout a 16 levels:
1. Focus on optimizing the feat.
2. Shunting players into two fighting styles: archery and GWF making the effectiveness of TWF a suboptimal choice.
3. Making rogue Sneak Attack seem less potent.
4. Eliminating the ability of a DM to use anything less than full cover against a Sharpshooter causing enemy casters to have to maintain full cover all the time even with a wall of martial protection in front of them.
5. Forcing an upward adjustment of AC for the majority of creatures straining Bounded Accuracy to keep the -5/+10 mechanic from overshadowing everyone else's damage.
6. Sharpshooter eliminates the advantages of fliers because it allows you to attack at up to 600 feet without penalty, while moving back and forth behind full cover.
7. How both feats combine with spells like
bless,
faerie fire, and other class abilities to create an effect more powerful than would otherwise be produced by the base spell or class ability.
Few things ripple through the game like these two feats creating additional issues that must be adjusted for. When a rule creates this type of ripple effect, I think there is ample evidence the rule is faulty. If you feel self-policing is the better way to handle these things, so be it. I much prefer the game designers handle it because an official ruling provides a touchstone we can all work from whether we've known the players twenty years or twenty minutes.
If players understand the goals of play and that their choices have a significant impact on achieving or failing to achieve them, then my experience is that they will make optimal choices sometimes and other times they will not, based on what they feel will best help the group achieve the goals of play.
Players define the goals of play for themselves. Some players do choose options that strengthen group play. I have one player that enjoys making a group oriented character most of the time. He always tries to work as a team and optimize the power of the team. I have another player that focuses mostly on his own fun making his character as powerful as possible. Each player has fun playing that way. Player two flat out says I have fun making my character as powerful as possible. I wouldn't play if I couldn't. The third player doesn't like min-maxing at all. He doesn't even think about it when making a character. He is very into aesthetics (his appearance, his personality) and story. He barely bothers to learn the rules. He makes a character because he likes how sword and shield looks caring very little how they play. Not that the other players don't like some of the other aspects, but they naturally focus on those aspects of the game they find most interesting. That can often lead to the optimizers overshadowing the story focused players. As a DM, which side do you pick? Or do you pick a side? If a rule in the game creates a conflict between the two sides, what do you do?
That explains a lot.
How many others in this thread who dislike these feats have a similar mindset?
I don't share the mindset. I feel it is my job as DM to allow players of varying play-styles to all have fun together. That is why I work to make sure the TWF or rogue feels equally effective in combat to a GWF or sharpshooter. I also ensure the GWF or Sharpshooter feels like they are a part of the story out of combat and encourage them to choose a skill like Stealth or Survival so I can work in scenarios where those skills are useful and shine some of the non-combat spotlight on them.
I do this in all my campaigns.
Why do you think the feats bother me so much? The cause the combat spotlight to shine too bright in one area. They short-circuit fights against big solo creatures that should be longer and more dramatic with more of a shared accomplishment defeating the creature. If using the feat allows the character to nova and take out the creature doing most of the damage of alone, it creates a pretty serious spotlight problem for me as a DM. It is the rule causing it, creating a situation where two things must happen:
1. The player self-polices choosing to avoid the problem feat.
2. I as a DM remove it or modify it to make available options more equal in effectiveness in the combat pillar, so the other players don't feel overshadowed.
That to me looks like a selfish player who doesn't give even a single flumph about the other players at the table. Which, again, explains a lot.
In this case, we really can hate the playah and not the game.
Is a player selfish if they have fun doing a lot of damage and being highly effective in combat? If the player's goal was to overshadow the other players, then I could agree with you. What if he just has fun making the most effective character possible and due to the way the rules work, that ends up overshadowing everyone else? Is that the player's fault or the fault of the rules?