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 .

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Barbarian/rogue is an interesting combo... using finesse weapons with strength for reckless sneak attack? Also, who was getting advantage from the Wolf Totem feature? Looks like no one else in the party was melee (maybe the cleric/bard).

I was thinking a little more about sharpshooters with Haste. If you don't already have a source of advantage, a net seems like a good way to get it. Throwing a net consumes your entire attack action even if you have multiple attacks, but Haste gives you an extra attack action that can only use one attack anyway. And with XBE/SS, you can throw a net in melee or up to 15' without disadvantage.

So an attack routine for a level 11 XBE/SS with Haste could be to throw the net and then follow it up with four hand crossbow shots with advantage against the now-restrained target. Plus, of course, the benefits to the whole party of restraining an enemy.

Yet another way the -5 from Sharpshooter can be mitigated.

I can't recall what weapon the Barb player was using. I actually think he may have been using a shield, because he was aiming for the "ultra tank" kind of role. He was pretty hard to take down and did decent damage.

Lore Bard/Life Cleric was melee yeah, and did the whole shove thing a lot. He may have had shield master feat, but I can't recall. I'd then move in with the XBE for the kill.

We did a lot of party optimization so didn't need the net, but it's an interesting trick.

We used Polymorph a lot as a replacement for Heal. Everyone taking damage? No worries, twin polymorph the damage away (temporarily of course)! Bard can also Polymorph. Pretty frustrating for the DM.

As a result I've houseruled SS, XBE, and also the grapple/shove rules back to being STR/DEX only.
 
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Yes, and that makes for a fine story for around the campfire. But when you supplied the actual numbers, we discovered that the bard also cast Bless, and the fighter rolled *extraordinarily* well. Even factoring in Precision dice and Bless, he rolled considerably above average. And fighters are *supposed* to do a butt-ton of damage, expecially with Action Surge...its kind of their 'thing'.

And this is why only looking at averages is bad. The average says, ah, it aint that bad, dont worrry about it. But it doesnt take into account minimums and maximums. When someone gets lucky, all sorts of brokenness appears - the +10 makes getting lucky more powerful than usual, much more powerful than the average. The feat gives him the capacity to do crazy damage, the maximum is just as important - in practice - as the average.

On the other hand, if he hadnt had the +10 on top of everything else. there wouldnt be a problem. But I'm just repeating myself now. I'm pretty sure I've had the dpr discussion at least 20 times on Enworld. I dont expect to change anyone's mind on this particular issue.
 
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And this is why only looking at averages is bad. The average says, ah, it aint that bad, dont worrry about it. But it doesnt take into account minimums and maximums. When someone gets lucky, all sorts of brokenness appears - the +10 makes getting lucky more powerful than usual, much more powerful than the average. The feat gives him the capacity to do crazy damage, the maximum is just as important - in practice - as the average.

On the other hand, if he hadnt had the +10 on top of everything else. there wouldnt be a problem. But I'm just repeating myself now. I'm pretty sure I've had the dpr discussion at least 20 times on Enworld. I dont expect to change anyone's mind on this particular issue.

Yup. A range of 40-60 is going to be much less problematic for a DM than a range of 1-100, despite the fact they both have the same approximate average.

I've actually had streaks as a DM where I've rolled maybe 3-4 crits a session. One session I rolled 4 crits *in a row*. In the hands of a player which a high maximum that lucky streak would have cake walked through 3-4 sessions worth of challenges. With a lower maximum, not as bad.

On the other hand it's not normally an issue if there is an unlucky streak, anything that increases the challenge is generally a good thing. Anything that trivializes content is not, as it cheapens the entire experience. Something the maths never takes into account.
 

And this is why only looking at averages is bad. The average says, ah, it aint that bad, dont worrry about it. But it doesnt take into account minimums and maximums. When someone gets lucky, all sorts of brokenness appears - the +10 makes getting lucky more powerful than usual, much more powerful than the average. The feat gives him the capacity to do crazy damage, the maximum is just as important - in practice - as the average.

+10 per multiple attacks plus often an additional attack from the feat. At level 13, that can easily be 55+ extra points of damage (3 attacks at +10, an additional attack for say 25 at least) with decent (not even great) rolls over someone without the feat. 100 to 110 is not far out of the question, especially with a critical in the mix. Throw an Action Surge and some superiority dice on top of that and it could be 130 to 140. Granted, the extra damage in such a situation from GWM is maybe 65 of those points, but that's a significant increase. 45% to 50% increase in damage. Average is pretty large. Typical maximum with a single critical (to get the extra attack) might be near 150 (shy of other damage buffs). Talking dice rolls here, so maximum on 10D6 (+2D6 per critical) plus a few superiority dice is for all intents and purposes not going to happen in a game, even re-rolling 1s and 2s. A 5+ average on D6 dice (rerolling initial 1s and 2s) is not unheard of though.

Doing this with Hold and an Action Surge (without superiority dice or a magic weapon, just Str 20 and GWM), ups the damage with average rolls (assuming all hit) to about 160.

Granted, not every attack will hit every time, but with Hold, it's likely that most of them will (~128 if one misses).
 

Aramis, I would like you to do your math taking two additional concerns in mind:

1) The GWM fighter will have at least a +4 buff to attack (whether from a buff spell, class feature or other matters little)

2) The mathematical average disregards the fact you can CHOOSE not to use -5/+10. Please take this into account by assuming the GWM fighter to use +0/+0 above the AC breaking point (say AC 14 theoretical unbuffed, AC 18 practical play).

Thank you.

As for your take on Celtavian, I kind of understand. His frequent posts about dragons got a bit obsessive. But do mind his point: it isn't the whole of 5e that is broken, only the -5/+10 feats...

I look forward to your calculations!

Best regards,
Zapp

My experience is that the GWM fighter of level ≤8 never has a buff bigger than +1 - because no cleric is giving them to GWM fighters. I've seen bless cast exactly twice in the entirety of my gaming 5E - And in both cases, the Rogues (plural) got the bless, not the GWM. Why? Because the Rogues do more damage by going front line. Have the fighter pick the target, bless the rogues, and the sneak attacks make shorter work.

Likewise, for Bardic Inspiration. The Rogues and spellcasters are getting that, so that they hit from range.

And, in general, +1 from weapon.

Hell, it's only been the last 6 weeks anyone's even played a CLERIC at all at a table I've run. Of the 30+ people weekly at my FLGS, 3 play clerics. There's a stack of printed out unplayed pregen clerics. Meanwhile, there's not for other classes.

It's just not a given.

Even with a +4 buff (which is purely to-hit - so just subtract 4 from the AC's), it changes the average damage only slightly. Especially in season 2 adventures. Half the fighters with GWM & GWFS have gotten rid of GWM as not worthwhile, when the bonus to strength has served them better. (Gotta love those rebuilds in tier 1.)

I've not been saying they're worthless - but at low levels (≤8) they are not as good as raising the attribute. At 12th level, they're worth considering, because you've already maxed the attribute. If you can, with a +4 or +5 strength mod, get the to hit down to where a natural 10 is needed to hit, then GWM increases your damage output.... by a few points of average per attack. It's still not significant long run. The -5 is really balanced against the +10.

The interaction of SS & XBM is a bit more potent - but two feats is a HUGE cost, and should be a significant bonus. 2 extra 1sts and 4 extra cantrips, or +4 to an attribute (+2 att bonus).

And the table...
This compares the average damage per attack (not action) based upon a +5 att bonus. The left hand index is the natural roll needed to hit after all mods; the table entry shows unmodified/power attack and which is better.

AC-THBd4d6d8d10d122d61d10+GWFS1d12+GWFS2d6 + GWFS
200.5/1.75 Pwr0.6/1.85 Pwr0.7/1.95 Pwr0.8/2.05 Pwr0.9/2.15 Pwr0.95/2.2 Pwr0.8833/2.1333 Pwr0.9833/2.2333 Pwr1.0833/2.3333 Pwr
190.875/1.75 Pwr1.025/1.85 Pwr1.175/1.95 Pwr1.325/2.05 Pwr1.475/2.15 Pwr1.55/2.2 Pwr1.44995/2.1333 Pwr1.59995/2.2333 Pwr1.74995/2.3333 Pwr
181.25/1.75 Pwr1.45/1.85 Pwr1.65/1.95 Pwr1.85/2.05 Pwr2.05/2.15 Pwr2.15/2.2 Pwr2.0166/2.1333 Pwr2.2166/2.2333 Pwr2.4166/2.3333 Std
171.625/1.75 Pwr1.875/1.85 Std2.125/1.95 Std2.375/2.05 Std2.625/2.15 Std2.75/2.2 Std2.58325/2.1333 Std2.83325/2.2333 Std3.08325/2.3333 Std
162/1.75 Std2.3/1.85 Std2.6/1.95 Std2.9/2.05 Std3.2/2.15 Std3.35/2.2 Std3.1499/2.1333 Std3.4499/2.2333 Std3.7499/2.3333 Std
152.375/1.75 Std2.725/1.85 Std3.075/1.95 Std3.425/2.05 Std3.775/2.15 Std3.95/2.2 Std3.71655/2.1333 Std4.06655/2.2333 Std4.41655/2.3333 Std
142.75/2.625 Std3.15/2.775 Std3.55/2.925 Std3.95/3.075 Std4.35/3.225 Std4.55/3.3 Std4.2832/3.19995 Std4.6832/3.34995 Std5.0832/3.49995 Std
133.125/3.5 Pwr3.575/3.7 Pwr4.025/3.9 Std4.475/4.1 Std4.925/4.3 Std5.15/4.4 Std4.84985/4.2666 Std5.29985/4.4666 Std5.74985/4.6666 Std
123.5/4.375 Pwr4/4.625 Pwr4.5/4.875 Pwr5/5.125 Pwr5.5/5.375 Std5.75/5.5 Std5.4165/5.33325 Std5.9165/5.58325 Std6.4165/5.83325 Std
113.875/5.25 Pwr4.425/5.55 Pwr4.975/5.85 Pwr5.525/6.15 Pwr6.075/6.45 Pwr6.35/6.6 Pwr5.98315/6.3999 Pwr6.53315/6.6999 Pwr7.08315/6.9999 Std
104.25/6.125 Pwr4.85/6.475 Pwr5.45/6.825 Pwr6.05/7.175 Pwr6.65/7.525 Pwr6.95/7.7 Pwr6.5498/7.46655 Pwr7.1498/7.81655 Pwr7.7498/8.16655 Pwr
94.625/7 Pwr5.275/7.4 Pwr5.925/7.8 Pwr6.575/8.2 Pwr7.225/8.6 Pwr7.55/8.8 Pwr7.11645/8.5332 Pwr7.76645/8.9332 Pwr8.41645/9.3332 Pwr
85/7.875 Pwr5.7/8.325 Pwr6.4/8.775 Pwr7.1/9.225 Pwr7.8/9.675 Pwr8.15/9.9 Pwr7.6831/9.59985 Pwr8.3831/10.04985 Pwr9.0831/10.49985 Pwr
75.375/8.75 Pwr6.125/9.25 Pwr6.875/9.75 Pwr7.625/10.25 Pwr8.375/10.75 Pwr8.75/11 Pwr8.24975/10.6665 Pwr8.99975/11.1665 Pwr9.74975/11.6665 Pwr
65.75/9.625 Pwr6.55/10.175 Pwr7.35/10.725 Pwr8.15/11.275 Pwr8.95/11.825 Pwr9.35/12.1 Pwr8.8164/11.73315 Pwr9.6164/12.28315 Pwr10.4164/12.83315 Pwr
56.125/10.5 Pwr6.975/11.1 Pwr7.825/11.7 Pwr8.675/12.3 Pwr9.525/12.9 Pwr9.95/13.2 Pwr9.38305/12.7998 Pwr10.23305/13.3998 Pwr11.08305/13.9998 Pwr
46.5/11.375 Pwr7.4/12.025 Pwr8.3/12.675 Pwr9.2/13.325 Pwr10.1/13.975 Pwr10.55/14.3 Pwr9.9497/13.86645 Pwr10.8497/14.51645 Pwr11.7497/15.16645 Pwr
36.875/12.25 Pwr7.825/12.95 Pwr8.775/13.65 Pwr9.725/14.35 Pwr10.675/15.05 Pwr11.15/15.4 Pwr10.51635/14.9331 Pwr11.46635/15.6331 Pwr12.41635/16.3331 Pwr
27.25/13.125 Pwr8.25/13.875 Pwr9.25/14.625 Pwr10.25/15.375 Pwr11.25/16.125 Pwr11.75/16.5 Pwr11.083/15.99975 Pwr12.083/16.74975 Pwr13.083/17.49975 Pwr

My conclusions remain unchanged. It's not worth taking the power attack feats when you can instead raise the attribute.
 
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Two feats are not a huge cost for a Fighter. However, SS + Archery Style is still rather potent, and leaves room for resilient (Wis) etc.

We're also only focusing on damage here, but even without the -5/+10 mechanic Sharpshooter is a very good feat and can lead to some game breaking scenarios, such as a Wood Elf Fighter/Rogue being able to solo the Tarrasque etc.
 
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My experience is that the GWM fighter of level ≤8 never has a buff bigger than +1 - because no cleric is giving them to GWM fighters. I've seen bless cast exactly twice in the entirety of my gaming 5E - And in both cases, the Rogues (plural) got the bless, not the GWM. Why? Because the Rogues do more damage by going front line. Have the fighter pick the target, bless the rogues, and the sneak attacks make shorter work.

Likewise, for Bardic Inspiration. The Rogues and spellcasters are getting that, so that they hit from range.

And, in general, +1 from weapon.

Hell, it's only been the last 6 weeks anyone's even played a CLERIC at all at a table I've run. Of the 30+ people weekly at my FLGS, 3 play clerics. There's a stack of printed out unplayed pregen clerics. Meanwhile, there's not for other classes.

It's just not a given.

Even with a +4 buff (which is purely to-hit - so just subtract 4 from the AC's), it changes the average damage only slightly. Especially in season 2 adventures. Half the fighters with GWM & GWFS have gotten rid of GWM as not worthwhile, when the bonus to strength has served them better. (Gotta love those rebuilds in tier 1.)

I've not been saying they're worthless - but at low levels (≤8) they are not as good as raising the attribute. At 12th level, they're worth considering, because you've already maxed the attribute. If you can, with a +4 or +5 strength mod, get the to hit down to where a natural 10 is needed to hit, then GWM increases your damage output.... by a few points of average per attack. It's still not significant long run. The -5 is really balanced against the +10.

The interaction of SS & XBM is a bit more potent - but two feats is a HUGE cost, and should be a significant bonus. 2 extra 1sts and 4 extra cantrips, or +4 to an attribute (+2 att bonus).

And the table...
This compares the average damage per attack (not action) based upon a +5 att bonus. The left hand index is the natural roll needed to hit after all mods; the table entry shows unmodified/power attack and which is better.

AC-THBd4d6d8d10d122d61d10+GWFS1d12+GWFS2d6 + GWFS
200.5/1.75 Pwr0.6/1.85 Pwr0.7/1.95 Pwr0.8/2.05 Pwr0.9/2.15 Pwr0.95/2.2 Pwr0.8833/2.1333 Pwr0.9833/2.2333 Pwr1.0833/2.3333 Pwr
190.875/1.75 Pwr1.025/1.85 Pwr1.175/1.95 Pwr1.325/2.05 Pwr1.475/2.15 Pwr1.55/2.2 Pwr1.44995/2.1333 Pwr1.59995/2.2333 Pwr1.74995/2.3333 Pwr
181.25/1.75 Pwr1.45/1.85 Pwr1.65/1.95 Pwr1.85/2.05 Pwr2.05/2.15 Pwr2.15/2.2 Pwr2.0166/2.1333 Pwr2.2166/2.2333 Pwr2.4166/2.3333 Std
171.625/1.75 Pwr1.875/1.85 Std2.125/1.95 Std2.375/2.05 Std2.625/2.15 Std2.75/2.2 Std2.58325/2.1333 Std2.83325/2.2333 Std3.08325/2.3333 Std
162/1.75 Std2.3/1.85 Std2.6/1.95 Std2.9/2.05 Std3.2/2.15 Std3.35/2.2 Std3.1499/2.1333 Std3.4499/2.2333 Std3.7499/2.3333 Std
152.375/1.75 Std2.725/1.85 Std3.075/1.95 Std3.425/2.05 Std3.775/2.15 Std3.95/2.2 Std3.71655/2.1333 Std4.06655/2.2333 Std4.41655/2.3333 Std
142.75/2.625 Std3.15/2.775 Std3.55/2.925 Std3.95/3.075 Std4.35/3.225 Std4.55/3.3 Std4.2832/3.19995 Std4.6832/3.34995 Std5.0832/3.49995 Std
133.125/3.5 Pwr3.575/3.7 Pwr4.025/3.9 Std4.475/4.1 Std4.925/4.3 Std5.15/4.4 Std4.84985/4.2666 Std5.29985/4.4666 Std5.74985/4.6666 Std
123.5/4.375 Pwr4/4.625 Pwr4.5/4.875 Pwr5/5.125 Pwr5.5/5.375 Std5.75/5.5 Std5.4165/5.33325 Std5.9165/5.58325 Std6.4165/5.83325 Std
113.875/5.25 Pwr4.425/5.55 Pwr4.975/5.85 Pwr5.525/6.15 Pwr6.075/6.45 Pwr6.35/6.6 Pwr5.98315/6.3999 Pwr6.53315/6.6999 Pwr7.08315/6.9999 Std
104.25/6.125 Pwr4.85/6.475 Pwr5.45/6.825 Pwr6.05/7.175 Pwr6.65/7.525 Pwr6.95/7.7 Pwr6.5498/7.46655 Pwr7.1498/7.81655 Pwr7.7498/8.16655 Pwr
94.625/7 Pwr5.275/7.4 Pwr5.925/7.8 Pwr6.575/8.2 Pwr7.225/8.6 Pwr7.55/8.8 Pwr7.11645/8.5332 Pwr7.76645/8.9332 Pwr8.41645/9.3332 Pwr
85/7.875 Pwr5.7/8.325 Pwr6.4/8.775 Pwr7.1/9.225 Pwr7.8/9.675 Pwr8.15/9.9 Pwr7.6831/9.59985 Pwr8.3831/10.04985 Pwr9.0831/10.49985 Pwr
75.375/8.75 Pwr6.125/9.25 Pwr6.875/9.75 Pwr7.625/10.25 Pwr8.375/10.75 Pwr8.75/11 Pwr8.24975/10.6665 Pwr8.99975/11.1665 Pwr9.74975/11.6665 Pwr
65.75/9.625 Pwr6.55/10.175 Pwr7.35/10.725 Pwr8.15/11.275 Pwr8.95/11.825 Pwr9.35/12.1 Pwr8.8164/11.73315 Pwr9.6164/12.28315 Pwr10.4164/12.83315 Pwr
56.125/10.5 Pwr6.975/11.1 Pwr7.825/11.7 Pwr8.675/12.3 Pwr9.525/12.9 Pwr9.95/13.2 Pwr9.38305/12.7998 Pwr10.23305/13.3998 Pwr11.08305/13.9998 Pwr
46.5/11.375 Pwr7.4/12.025 Pwr8.3/12.675 Pwr9.2/13.325 Pwr10.1/13.975 Pwr10.55/14.3 Pwr9.9497/13.86645 Pwr10.8497/14.51645 Pwr11.7497/15.16645 Pwr
36.875/12.25 Pwr7.825/12.95 Pwr8.775/13.65 Pwr9.725/14.35 Pwr10.675/15.05 Pwr11.15/15.4 Pwr10.51635/14.9331 Pwr11.46635/15.6331 Pwr12.41635/16.3331 Pwr
27.25/13.125 Pwr8.25/13.875 Pwr9.25/14.625 Pwr10.25/15.375 Pwr11.25/16.125 Pwr11.75/16.5 Pwr11.083/15.99975 Pwr12.083/16.74975 Pwr13.083/17.49975 Pwr

My conclusions remain unchanged. It's not worth taking the power attack feats when you can instead raise the attribute.

That's not anyone's argument. Max the attribute and then take Power Attack if you're in a group that doesn't play many clerics or provide buffs that eliminate the penalty. I can't worry about groups that don't know how to maximize their capabilities. I have to worry about a group that does know how.

You must play with people that don't optimize much at all to miss out on bless. We try to have it every group. If we were at your table, you would know what I was talking about.
 

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