Hussar
Legend
Inspiring Leader is a mechanical space feat not a conceptual space feat. Whether or not you have inspiring leader feat you can give inspiring speeches and persuade others to fight even against the odds. Conceptually the feat adds nothing. It only adds to the game mechanically.
There can always be bad DM's. Saying there can be a bad DM does not necessitate a rule to fix that. It necessitates a better DM.
It has nothing to do with a "bad DM". You will see perfectly good DM's who just don't completely think through the ramifications of the math. It's not a bad thing. It just happens. And happens often.
Now, as far as making "inspiring speeches" adding nothing? I strongly disagree. The player can say whatever he or she wants, fine and dandy, but, without any mechanics to back it up, there is zero incentive to do so. Why bother? Because it gives you warm and fuzzies? Ok, fair enough, but, again, without any mechanics to back it up, that "inspiring leader" archetype, which is very common, isn't going to happen.
Hiya!
O_O ...that's ...that's a lot of posts!
/snip
With 5e..this isn't really that easy. If you want to do a lot of damage with a two handed sword, you pretty much have to take GWM weather you like it or not simply because there isn't much else you can do to increase your damage capability with a two-handed sword. The way that Feats are in 5e, my group and I found that it limited our "reasonable choices" for making a big damage dealing fighter with a 2-h sword (as an example). Take GWM or you will never be able to deal as much damage as someone with the same stats that does have GWM. The -5 is big at low levels...once you are approaching 10th (we noticed it at 6th/7th level), that -5 becomes a LOT less of a hurdle.
/snip
When the player bucked the system, they were effectively punished (mechanically) for not "taking the optimal Feat" for their build.
^_^
Paul L. Ming
Huh. Or, you could play a paladin and use smites. Or go the magic route. Or Ranger with Colossus Slayer.
There are a number of routes to making "big damage dealing Two hander fighter" that don't require Great Weapon Fighting. This is just really not the experience our group is having. Four campaigns so far, and exactly one character taking GWF. It's just not even really considered that big of an option in our group.