D&D General Fixing the Great Weapon Fighting Style

GWF style is so "great" that I haven't seen it being taken in 12 years. Any version of it.

+1 AC is simply better
+10ft of blindsight is really good when you need it
interception can save a healing slot/potion 1/turn if your party is using it. Not to mention having 2 frontliners with that style.
 

log in or register to remove this ad

I'm not sure where you get these numbers. When I do the math I end up with it going from 6.5 to 6.75 for a 1d12 weapon and from 7 to 8 for a 2d6 weapon. Both of those are bad, but the d12 is really bad.
I think he did the math with rerolling 1s and 2s instead of going up to 3. I get the same results as you and yes 1d12 is really bad. But 0.3 for 1d10 is not much better...
 

Yes. It is a very poorly designed fighting style. There's no reason why someone with a d10 or d12 damage two-handed weapon should get less benefit than someone with a 2d6 damage two-handed weapon. Further, it is ridiculous that someone with dueling weapon style using weapon and shield gets +2 damage vs. at best +1 damage with the great weapon fighting style with a two-handed weapon.

I think dueling weapon style was originally intended to be for someone using a one-handed weapon with no shield, but once they realized how it worked post-publication of 5E, the designers left it as is as it was not broken.

There are other quite poor fighting styles too. Why have both protection (reduce damage by d10 + proficiency bonus using your shield or weapon) and interception (impose disadvantage on the attack using your shield) fighting styles to help an ally within 5' as a reaction? They are very situational, and it is again hard for many folks to judge which is better, but in most cases the protection fighting style will be better. On the other hand, you could just take the defense fighting style to always get +1 AC passive bonus and never need to remember when to use it, nor require an ally to be within 5' to make effective use of it. So in my humble opinion, defense is the best of these three, protection is very situational but excellent for a bodyguard who is always within 5', and interception is significantly worse. One major reason for favoring the protection fighting style is if the party tank tends to wade into melee while others hold back; the protection fighting style needs two front-line combatants that regularly fight side-by-side for it to be effective.
 

According to the sage advice it is only for the weapon.

Oh! That’s interesting… the FS looked fine to me by the RAW so I never thought of researching that.

Looking at the source SAs, however, rather than this curated/edited Q&A on DDB, we see that Mearls went back and forth over the years saying yes it rerolls anything, no it doesn’t. I already hear the mindvoice of forum-goers saying "yes but Mearls doesn’t know what he’s talking about so who cares!" to which I would respond "Crawford has little else going for him besides the argument of authority…" but oh well. To those playing by the RAW, the GWF FS is just fine exactly as it’s written…

BTW, looking at the DDB version of the ruling, it adds more confusion than clarity. The RAW reading of the DDB ruling says that damage from a spell would not be affected, but that the weapon’s damage would, which means that critical hit damage and vicious/flaming weapons damage would be. Why make the rule application more intricate? There could be arguments in favor of this inctricacy, e.g., anybody can benefit from a magic item, but not everyone can have the same class features or spells; but that argument has holes since crit range is increased by class features more often than by magic item properties…

Moreover, it is quite telling to me that Crawford’s SA ruling predates 2024, and that this particular FS was tweaked in 2024, but only to change the damage mechanic from reroll to minimum (arguably good to streamline play, though it’s unfortunately a nerf in terms of average damage). Importantly, while the designers clearly knew that people had questions on the wording about which sources of damage are affected, they chose to leave it as is (possibly because the nerf from reroll to minimum is counterbalanced by letting the mechanic apply to all rolls). This I think means that the RAW 2024 wording supercedes the pre-2024 SA. It wouldn’t be the first time the DDB implementation of the rules carries mistakes, so I would simply disregard that FAQ.

If it did apply to all extra dice, like Hunter's Mark and Divine Smite, then that just means that the Fighter gets left behind.

Well, there seems to be an underlying assumption here that the game is balanced to begin with, but it’s not. Changes to relative balance are not inherently problematic, as long as we look into whether the end result is overall "not bad", or perhaps even "less bad" if we’re lucky 🙃

Looking into this particular case:
  1. The Ranger is widely considered as the weaker martial class (especially beyond tier 1) so there should be no concern in giving them a boost.
  2. The Fighter is often considered among the strongest martial classes, so not giving it a boost should not be that big of a deal either. In reality though, it does get a boost from the RAW reading of the rules (i.e., ignoring the SA nerf). Why? Because the various Fighter subclasses all have ways to benefit from GWF: the Champion’s improved crit range, the EK’s magic, the BM’s Superiority Die, the Psi Warrior’s Energy Die.
  3. The Paladin’s Smite and Divine Favor might be considered the biggest beneficiary of the RAW reading, but the reality is that a pure Pal has very few slots, so ultimately it’s not that big of a deal. A Sorcadin or Bardin, who can upcast way beyond the Paladin’s intended design is another story, though I would argue that is a symptom of those combos being iffy, more than a deep issue with GWF.
  4. Other combos we may want to look at would be a gish with maximally upcasted CME. Those builds typically go the TWF route to proc the CME rider on more attacks. Making GWF competitive with TWF is a good thing. Is CME too strong? Maybe, but that is not a reason to nerf the RAW GWF simply to avoid making it catch up with TWF.
  5. More generally, the issue when comparing Dueling with GWF is not the damage comparison. The real issue is that the weapon’s base damage becomes irrelevant in higher tiers of play, while flat bonuses to hit and to AC remain strong throughout the game due to bounded accuracy. Since Dueling allows wielding a Shield, it is inherently stronger than GWF, even if both FS gave an equal +2 damage. So the RAW GWF giving a greater damage increase in later tiers of play as more riders accumulate is actually very good design (regardless of whether Crawford gets in his own way with clumsy improvised rulings after the fact).
I have four main concerns with the existing version of Great Weapon Fighting style:
1. It is very tricky to calculate the overall benefit thereof.

Only an issue for some (not all) theory crafters. Most players don’t care and are happy with "getting a feel" for what the effect is, regardless of the math.

2. It slows down combat by conditionally modifying the roll.

Valid opinion, though if that is a real issue, then let’s eliminate all similar abilities (Savage Attacker, Portent, Silvery Barbs, etc). BTW, the RAW reading is simpler to adjudicate than SA’s nerf (any of the dices are affected is easier than "my greatsword’s base damage are the blue dies, my Hunter’s Mark is the red die, so let me be careful to apply the ability conditionally and hope I’m not colorblind").

3. It is inferior to Dueling fighting style.

But not due to damage, rather due to Shield compatibility. The RAW GWF is a bit more competitive at least due to affecting riders.

4. The benefit for d10 and d12 damage weapons is significantly less than for a 2d6 damage weapon.

Sure, there are mathematical artifacts. Whether those artifacts are a big deal or not is a bit subjective. If it is, maybe the game should be further simplified to make all weapons deal a single die of damage. Or perhaps even deal a single "hit" (and each "hit point" should represent the actual number or hits you can withstand, rather than some abstract semi-fluid quantity of "damage" from a variable amount of variably-damaging attacks). We can simplify the game all we want, and it could be fine to do so, but not automatically better…

GWF style is so "great" that I haven't seen it being taken in 12 years. Any version of it.

I’ve used it on my Halberd and Greatsword wielding Ranger with Hunter’s Mark, and it was very fun. No issues with it. Just because your tables have been shy with it doesn’t mean it’s bad.

+1 AC is simply better

Indeed, and that’s why it’s important to stick to the RAW rules for GWF. The SA nerf is inappropriate.

I think dueling weapon style was originally intended to be for someone using a one-handed weapon with no shield, but once they realized how it worked post-publication of 5E, the designers left it as is as it was not broken.

I think so too. I am disappointed that there is not a single FS which is good for a "normal Bladesinger" concept (i.e., one single-handed weapon, one empty hand); that character can take Dueling but they get less benefit than someone else who does so while wielding a Shield.
 
Last edited:

I'm not sure where you get these numbers. When I do the math I end up with it going from 6.5 to 6.75 for a 1d12 weapon and from 7 to 8 for a 2d6 weapon. Both of those are bad, but the d12 is really bad.

To calculate average of two numbers you do (low + high)/2. So before the feat (1+12)/2 = 6.5 and (2+12) = 7. After the feat it's (3+12)/2 = 7.5, (6+12)/2 = 9*. So I'm not sure how you're doing your math.

Standard distribution is a bit different of course, a d12 weapon is just as likely to roll a 1 as a 12 whereas 2d6 will be a bell curve so damage with a 1d12 is a bit more random than 2d6. Whether or not this is a good feat or not is a matter of opinion, I don't think it needs to be the best feat for every option in order to be viable.

*You could also state it as (((3+6)/2) + ((3+6)/2)), but the result is the same.
 

To calculate average of two numbers you do (low + high)/2. So before the feat (1+12)/2 = 6.5 and (2+12) = 7. After the feat it's (3+12)/2 = 7.5, (6+12)/2 = 9*. So I'm not sure how you're doing your math.
That's not how you get an expected value of a random die roll - which isn't technically the mean. It's a sum of the probabilities of each event weighted by the value of the event. So since each result on a d12 comes up 1/12, the expected value is 1*(1/12) + 2*(1/12) + 3*(1/12) + ... + 11*(1/12) + 12*(1/12). That is what gets you 6.5.
Substituting the 3 for the 1s and 2s means that you skip those terms and start with the 3 which now comes up 3 in 12 rolls: 3*(3/12) + 4*(1/12) + ... + 11*(1/12) + 12*(1/12). And that's what gets you 6.75, NOT 7.5.

Similarly, the expected value of 2d6 subbing 3s in for any 1s and 2s isn't 9. It's 8. But, of course, you're dealing with 36 outcomes so the math is a little more involved.
 

To calculate average of two numbers you do (low + high)/2. So before the feat (1+12)/2 = 6.5 and (2+12) = 7. After the feat it's (3+12)/2 = 7.5, (6+12)/2 = 9*. So I'm not sure how you're doing your math.

Standard distribution is a bit different of course, a d12 weapon is just as likely to roll a 1 as a 12 whereas 2d6 will be a bell curve so damage with a 1d12 is a bit more random than 2d6. Whether or not this is a good feat or not is a matter of opinion, I don't think it needs to be the best feat for every option in order to be viable.

*You could also state it as (((3+6)/2) + ((3+6)/2)), but the result is the same.
That is incorrect. The correct math for a d6 affected by GWF is (3+3+3+4+5+6)/6. Then you can double that number for 2d6.
 

That's not how you get an expected value of a random die roll - which isn't technically the mean. It's a sum of the probabilities of each event weighted by the value of the event. So since each result on a d12 comes up 1/12, the expected value is 1*(1/12) + 2*(1/12) + 3*(1/12) + ... + 11*(1/12) + 12*(1/12). That is what gets you 6.5.
Substituting the 3 for the 1s and 2s means that you skip those terms and start with the 3 which now comes up 3 in 12 rolls: 3*(3/12) + 4*(1/12) + ... + 11*(1/12) + 12*(1/12). And that's what gets you 6.75, NOT 7.5.

Similarly, the expected value of 2d6 subbing 3s in for any 1s and 2s isn't 9. It's 8. But, of course, you're dealing with 36 outcomes so the math is a little more involved.

If I learn something new every day, can I go home now? :)
 

To calculate average of two numbers you do (low + high)/2. So before the feat (1+12)/2 = 6.5 and (2+12) = 7. After the feat it's (3+12)/2 = 7.5, (6+12)/2 = 9*. So I'm not sure how you're doing your math.

Standard distribution is a bit different of course, a d12 weapon is just as likely to roll a 1 as a 12 whereas 2d6 will be a bell curve so damage with a 1d12 is a bit more random than 2d6. Whether or not this is a good feat or not is a matter of opinion, I don't think it needs to be the best feat for every option in order to be viable.

*You could also state it as (((3+6)/2) + ((3+6)/2)), but the result is the same.
This is, as I stated, the math if you reroll 1s and 2s.
 

I think the math doesn't agree with you here, but I appreciate your feedback. Both responses have been a negative so far, but we will see if anyone else adds their input. I might just say that Great Weapon Fighting is equal to Dueling like Clint_L suggested.

The math is complicated and doesn't tell the whole story because only specific weapons and in some cases specific uses qualify. There are 10 Fighting Style Feats in 5.5E, I've seen all of them in play and I think GWF is pretty close to the middle as far as those feats go. It has higher usability than many others and it has significant mathematical power.

For example, a PC with a Greataxe or a Greatsword and GWF is doing more damage than a PC with a longsword and Dueling, quite a bit more when you also consider the 5.5E weapon mastery and critical hits. So while the math will show dueling is a bigger damage increase if you assume a normal hit, it is not more damage total.

If we just wanted to look at how much it increases damage, Thrown Weapon Fighting is mathematically the most beneficial in terms of pure damage boost (+4 per turn at level 1/2 and +6 per turn with extra attack, and +8 with the Duel Wielding feat). In play though it is one of the weakest because of its restrictive design, it is situational, it has restrictive weapons to use it with and the need to carry a ton of thrown weapons and a ton of magic thrown weapons or returning weapons to get the magic boost afforded to other options at higher levels.

At different tiers different masteries are better than others. IME as far as ranking them best to worst here is how I would rank them for a campaign running level 1-20 if you are not basing character design specifically around using one type or class of weapon:

1. Blind Fighting (usable regardless of weapon, and it is situational but in those situations it is huge)
2. Defense (this is not very valuable mathematically but it always active, any weapon, any condition, any situation)
3. Interception (this is #1 if your table lets you use this on yourself and #1 in tier 1 even if they don't)
4. Two Weapon Fighting
5. Dueling
6. Great weapon Fighting (higher on a heavy melee specialist)
7. Archery (higher on a bowman specialist and higher at lower levels)
8. Unarmed Fighting (higher on a Grappler Build or Monk dip)
9. Thrown Weapon Fighting (higher at low level)
10. Protection
 

Recent & Upcoming Releases

Remove ads

Top