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General Tabletop Discussion
*Dungeons & Dragons
Great Weapon Master: how about -5 AC instead of -5 to hit?
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<blockquote data-quote="Bacon Bits" data-source="post: 8556014" data-attributes="member: 6777737"><p>Finally! A use for barkskin!</p><p></p><p>In all seriousness, the solution to fixing -5/+10 is to just change the ability entirely. +10 damage is not an effect you should give out on tap. +3d6 damage to any attack against any target is not a reasonable design. The math is bad, and no matter how you try to compensate for it, it's easy to mitigate to the point where you just use it all the time. That's no longer a choice, and it's no longer interesting. It's a <em>stupid</em> design. Both Sharpshooter and GWM should not have those abilities. If your table has a problem with it, just replace that ability in the feat entirely.</p><p></p><p>Examples to replace GWM's -5/+10 ability (choose one):</p><ul> <li data-xf-list-type="ul">+1 Strength</li> <li data-xf-list-type="ul"><strong>Giant Breaker.</strong> When you hit a creature of size Large or larger with a melee attack with a heavy weapon that you are proficient with, you deal an additional 1d6 damage.</li> <li data-xf-list-type="ul"><strong>Carry the Momentum.</strong> When you miss with a melee attack with a heavy weapon that you are proficient with, you have advantage on the next attack you make against the same target with the same weapon. The attack must be made before the end of your next turn to gain this benefit.</li> <li data-xf-list-type="ul"><strong>Shuddering Blows. </strong>When you miss with a melee attack with a heavy weapon that you are proficient with, the target takes damage equal to your Strength modifier as long as you did not roll a natural 1 on the attack. The damage is of the same type as the weapon you made the attack with.</li> </ul><p>Examples to replace Sharpshooter's -5/+10 ability (choose one):</p><ul> <li data-xf-list-type="ul">+1 Dexterity</li> <li data-xf-list-type="ul"><strong>Sniper. </strong>Ranged weapons you are proficient with gain a new range increment: extreme range. A ranged weapon's extreme range is equal to twice the weapon's long range. Ranged weapon attacks you make at extreme range are made with disadvantage.</li> <li data-xf-list-type="ul"><strong>Find the Chink. </strong>Your ranged weapon attacks made using a ranged weapon that you are proficient with ignore any damage resistance the target has.</li> <li data-xf-list-type="ul"><strong>Ricochet. </strong>The first time on your turn that you miss with a ranged weapon attack made with a ranged weapon you are proficient with, you can repeat the attack against a different target that is adjacent to the original target. This additional attack is made using the same ammunition as the attack that missed, but the new target has resistance to the damage from this attack.</li> </ul></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8556014, member: 6777737"] Finally! A use for barkskin! In all seriousness, the solution to fixing -5/+10 is to just change the ability entirely. +10 damage is not an effect you should give out on tap. +3d6 damage to any attack against any target is not a reasonable design. The math is bad, and no matter how you try to compensate for it, it's easy to mitigate to the point where you just use it all the time. That's no longer a choice, and it's no longer interesting. It's a [I]stupid[/I] design. Both Sharpshooter and GWM should not have those abilities. If your table has a problem with it, just replace that ability in the feat entirely. Examples to replace GWM's -5/+10 ability (choose one): [LIST] [*]+1 Strength [*][B]Giant Breaker.[/B] When you hit a creature of size Large or larger with a melee attack with a heavy weapon that you are proficient with, you deal an additional 1d6 damage. [*][B]Carry the Momentum.[/B] When you miss with a melee attack with a heavy weapon that you are proficient with, you have advantage on the next attack you make against the same target with the same weapon. The attack must be made before the end of your next turn to gain this benefit. [*][B]Shuddering Blows. [/B]When you miss with a melee attack with a heavy weapon that you are proficient with, the target takes damage equal to your Strength modifier as long as you did not roll a natural 1 on the attack. The damage is of the same type as the weapon you made the attack with. [/LIST] Examples to replace Sharpshooter's -5/+10 ability (choose one): [LIST] [*]+1 Dexterity [*][B]Sniper. [/B]Ranged weapons you are proficient with gain a new range increment: extreme range. A ranged weapon's extreme range is equal to twice the weapon's long range. Ranged weapon attacks you make at extreme range are made with disadvantage. [*][B]Find the Chink. [/B]Your ranged weapon attacks made using a ranged weapon that you are proficient with ignore any damage resistance the target has. [*][B]Ricochet. [/B]The first time on your turn that you miss with a ranged weapon attack made with a ranged weapon you are proficient with, you can repeat the attack against a different target that is adjacent to the original target. This additional attack is made using the same ammunition as the attack that missed, but the new target has resistance to the damage from this attack. [/LIST] [/QUOTE]
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Great Weapon Master: how about -5 AC instead of -5 to hit?
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