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General Tabletop Discussion
*Dungeons & Dragons
Do DM's feel that Sharpshooter & Great Weapon Master overpowered?
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<blockquote data-quote="Xeviat" data-source="post: 6914531" data-attributes="member: 57494"><p>I don't. If you crunch the numbers, "in general", +2 Strength balances reasonably well against the package of Great Weapon Master. This only means it becomes "over powered" after someone has a 20 Str, but really this is just allowing them to further specialize in an area without just going for a 22 or 24 in the stat. The progression of monster stats seems to work fine if you allowed increases over 20, so I just consider these specialized feats to be a way of going over 20.</p><p></p><p>Without advantage, against something with a 65% chance to hit, you actually deal less "average" damage with the -5/+10 when using a Great Sword, Str 20, and Great Weapon Fighter's reroll 1s and 2s. With advantage, you deal slightly more (I did the math on a scrap of paper at work a few days ago, I didn't bring it with me). I could check the numbers at other to hit ranges, to see when it's best to use.</p><p></p><p>What it does do, though, is give you the change to take something faster than you other wise could. This is only a "problem" when you're dealing with creatures whose HP total is in the 10-20 range. That +10 damage means you could take them out in one hit, and you'll tend to remember when this happens more than you'll remember when they miss. I only think it really becomes an issue when you're dealing with Fighter 11 and 20, when it represents a potential +30 or +40 damage. But the lower hit rate does affect your number of hits against "worthy" opponents. Against low AC opponents, it tears through them, but low HP opponents would die to a successful save on an AoE anyway.</p><p></p><p>I actually think a standard -5 to hit/+5 damage should be in the basic rules.</p><p></p><p>Now, it may be a little powerful on Sharpshooter; I haven't tested that. The -5 to hit hurts sharpshooter less, because many Archers are using the Archery style for +2 to hit, and because the 1d8+5 (9.5) damage cap is lower than GWFing's 2d6*+5 (13.3). But still, choosing sharpshooter early means you're at a constant -1 to hit and damage compared to someone who chose an 18 or 20 Dex, not to mention the side benefits of having that larger stat.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6914531, member: 57494"] I don't. If you crunch the numbers, "in general", +2 Strength balances reasonably well against the package of Great Weapon Master. This only means it becomes "over powered" after someone has a 20 Str, but really this is just allowing them to further specialize in an area without just going for a 22 or 24 in the stat. The progression of monster stats seems to work fine if you allowed increases over 20, so I just consider these specialized feats to be a way of going over 20. Without advantage, against something with a 65% chance to hit, you actually deal less "average" damage with the -5/+10 when using a Great Sword, Str 20, and Great Weapon Fighter's reroll 1s and 2s. With advantage, you deal slightly more (I did the math on a scrap of paper at work a few days ago, I didn't bring it with me). I could check the numbers at other to hit ranges, to see when it's best to use. What it does do, though, is give you the change to take something faster than you other wise could. This is only a "problem" when you're dealing with creatures whose HP total is in the 10-20 range. That +10 damage means you could take them out in one hit, and you'll tend to remember when this happens more than you'll remember when they miss. I only think it really becomes an issue when you're dealing with Fighter 11 and 20, when it represents a potential +30 or +40 damage. But the lower hit rate does affect your number of hits against "worthy" opponents. Against low AC opponents, it tears through them, but low HP opponents would die to a successful save on an AoE anyway. I actually think a standard -5 to hit/+5 damage should be in the basic rules. Now, it may be a little powerful on Sharpshooter; I haven't tested that. The -5 to hit hurts sharpshooter less, because many Archers are using the Archery style for +2 to hit, and because the 1d8+5 (9.5) damage cap is lower than GWFing's 2d6*+5 (13.3). But still, choosing sharpshooter early means you're at a constant -1 to hit and damage compared to someone who chose an 18 or 20 Dex, not to mention the side benefits of having that larger stat. [/QUOTE]
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Do DM's feel that Sharpshooter & Great Weapon Master overpowered?
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