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Community
General Tabletop Discussion
*Dungeons & Dragons
Do DM's feel that Sharpshooter & Great Weapon Master overpowered?
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<blockquote data-quote="shoak1" data-source="post: 6915715" data-attributes="member: 54380"><p>You don't have to run the numbers during combat to decide whether to turn it on/off. Here is a good rule of thumb: </p><p></p><p>1) Turn it on when you need an 8 or lower to hit a creature, assuming you do 15 avg damage total w/buffs </p><p></p><p>2) for every 2 points of average damage more than 15 you deal, subtract 1 from the target number above, and </p><p>for every 2 points of average damage less than 15 you deal, add 1 from the target number above. </p><p></p><p>3) add 1-2 to the target # depending on your crit chance or chance to fell a creature IF you have a bonus action available AND another creature to attack.</p><p>So if you normally do 13 avg damage, turn GWM on when you need a 9 or less to hit. The only thing that changes that target during combat is if you get a damage buff, which adds to that number on a 3-1 basis.</p><p></p><p>As for whether or not to take GWM over +2 STR, take it if you are at least L5 AND like beating up weak stuff OR if you are at STR 20 already. Otherwise take the +2 STR.</p><p></p><p>As for combinations of abilities to make effective strategies, that's another story entirely, and a problem no game will ever fix when you have a bunch of min-maxers. I try to limit my house ruling to individual items, not creative combos. If the players work that sort of stuff out successfully, let em have their fun - just make sure that it doesn't come from predictable and repetitive encounters from the DM, and that you mix it up enough and give them different looks.</p><p></p><p>I dislike this because not only do I not (now) think GWM isn't broken, but also because one thing 5e did get right is to reduce the multitude of situational crap you have to remember</p></blockquote><p></p>
[QUOTE="shoak1, post: 6915715, member: 54380"] You don't have to run the numbers during combat to decide whether to turn it on/off. Here is a good rule of thumb: 1) Turn it on when you need an 8 or lower to hit a creature, assuming you do 15 avg damage total w/buffs 2) for every 2 points of average damage more than 15 you deal, subtract 1 from the target number above, and for every 2 points of average damage less than 15 you deal, add 1 from the target number above. 3) add 1-2 to the target # depending on your crit chance or chance to fell a creature IF you have a bonus action available AND another creature to attack. So if you normally do 13 avg damage, turn GWM on when you need a 9 or less to hit. The only thing that changes that target during combat is if you get a damage buff, which adds to that number on a 3-1 basis. As for whether or not to take GWM over +2 STR, take it if you are at least L5 AND like beating up weak stuff OR if you are at STR 20 already. Otherwise take the +2 STR. As for combinations of abilities to make effective strategies, that's another story entirely, and a problem no game will ever fix when you have a bunch of min-maxers. I try to limit my house ruling to individual items, not creative combos. If the players work that sort of stuff out successfully, let em have their fun - just make sure that it doesn't come from predictable and repetitive encounters from the DM, and that you mix it up enough and give them different looks. I dislike this because not only do I not (now) think GWM isn't broken, but also because one thing 5e did get right is to reduce the multitude of situational crap you have to remember [/QUOTE]
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Community
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Do DM's feel that Sharpshooter & Great Weapon Master overpowered?
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