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Current take on GWM/SS
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<blockquote data-quote="DaveDash" data-source="post: 6642644" data-attributes="member: 6786202"><p>Nothing is wrong. No magic items were used in these games, but in most games they are used, so it gets even worse.</p><p></p><p>You fight plenty of opponents with low ACs, 5e is designed with this in mind. Run an encounter with more than three opponents in it and you start having to use ~CR5 creatures even at the higher levels.</p><p></p><p></p><p></p><p>I highly encourage you to actually go work it out. Design an encounter for a level 16 party using 4-8 creatures. Tell me what CR creatures you end up coming back with. </p><p></p><p>Most DM's like myself will run a mix of encounters that use easy, hard, and deadly, and use a mix of numbers in those encounters from 1 all the way up to dozens. </p><p>Unless you're running 1 creature in every encounter that's of a high CR all the time, the SS fighter is going to be able to rip into them with ease - something ignored by the white room maths.</p><p></p><p></p><p></p><p>The Cleric in these examples was a Hill Dwarf with resilient (CON) with a +10 bonus to his constitution saving throw. Then Bless on top of that, so effectively +12.5. For him to even start losing concentration he needs to take more than ~26 damage in one hit. He also has an AC of 20.</p><p></p><p></p><p></p><p>Like I said, I'm perfectly willing to accept that those people who do not play with group optimisation in mind won't find these feats broken. But that is self evident. By the same token, those that don't play with group optimisation in mind also probably wouldn't care if these feats are removed.</p><p></p><p></p><p></p><p>Myself and many others have chosen to amend the feats. See my first post in this thread.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6642644, member: 6786202"] Nothing is wrong. No magic items were used in these games, but in most games they are used, so it gets even worse. You fight plenty of opponents with low ACs, 5e is designed with this in mind. Run an encounter with more than three opponents in it and you start having to use ~CR5 creatures even at the higher levels. I highly encourage you to actually go work it out. Design an encounter for a level 16 party using 4-8 creatures. Tell me what CR creatures you end up coming back with. Most DM's like myself will run a mix of encounters that use easy, hard, and deadly, and use a mix of numbers in those encounters from 1 all the way up to dozens. Unless you're running 1 creature in every encounter that's of a high CR all the time, the SS fighter is going to be able to rip into them with ease - something ignored by the white room maths. The Cleric in these examples was a Hill Dwarf with resilient (CON) with a +10 bonus to his constitution saving throw. Then Bless on top of that, so effectively +12.5. For him to even start losing concentration he needs to take more than ~26 damage in one hit. He also has an AC of 20. Like I said, I'm perfectly willing to accept that those people who do not play with group optimisation in mind won't find these feats broken. But that is self evident. By the same token, those that don't play with group optimisation in mind also probably wouldn't care if these feats are removed. Myself and many others have chosen to amend the feats. See my first post in this thread. [/QUOTE]
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