D&D 5E Great weapon master vs +2 strength?


log in or register to remove this ad


Most people who see red at the mention of GWM only have experience with it at levels 1-5, where the Variant Human causes a rift between the haves and have-nots, and where 10 extra damage is easily a 100% increase in terms of what characters can pump out. Causing it to be one of the "flashy" events in combat.

At level 11 though, classes have gained several damage bumps by this time. It can still be impactfull, but it isn't as flashy

My advice as someone who is playing a mid level barbarian that went though all those phases: Get the STR boost first. Not only will it be a more "pure" playtest, it will also be better for any situation where stabbing isn't the solution.
 



Most people who see red at the mention of GWM only have experience with it at levels 1-5, where the Variant Human causes a rift between the haves and have-nots, and where 10 extra damage is easily a 100% increase in terms of what characters can pump out. Causing it to be one of the "flashy" events in combat.

At level 11 though, classes have gained several damage bumps by this time. It can still be impactfull, but it isn't as flashy

My advice as someone who is playing a mid level barbarian that went though all those phases: Get the STR boost first. Not only will it be a more "pure" playtest, it will also be better for any situation where stabbing isn't the solution.
I agree but not because there might be situations where stabbing isn't the solution (but somehow still Strength skills is?). Instead I agree because GWM simply is too good: your game will be better off when one melee character can't automatically overshadow all other martials.

This is said by someone with experience of a mid-level Barbarian and a high-level ranged fighter (using SS/CE instead of GWM, of course).

While 40 extra damage every round isn't close to a 100% increase at these levels, it is still 40 extra damage every round. If you have another martial in the party that makes it a huge problem, since it is so obviously a much better choice than anything else the game offers.
 

A couple other things to think about, though this would be partially dependent on your other ability scores. You'll be doing plenty of melee damage as is, so GWM or the STR bump aren't really necessary to get the job done in that department. 5e, being as carebearian as it is ( :) [MENTION=12731]CapnZapp[/MENTION]) often means that overfocusing in DPR isn't the most optimal choice for your character.

Alert - Helps to ensure that you begin raging (and therefore getting the DR associated with it) early in combat. Otherwise, with a surprise round and a low initiative, you can easily take 40-50 points of damage before you begin raging. I'm playing an 11th level Totem Barbarian (Bear) now and will be taking this at level 12. Wish I had taken it at 4th.

Magic Initiate (Warlock) - With EB and Hex. Gives you a very strong long range damage option and Hex is great when fighting the BBEG and her lieutenants. Only take if you have at least a +1 in Cha

Mobile - Probably the weakest of the three, but being a swift moving tank has it's advantages in allowing the party to spread out to avoid AOE and you to get where you need to help someone else who has been cornered.
 

What obvious condition would a min-maxer always have up that I did not include in my chart?
Oh, I didn't realize you were the OP.

I have already discussed GWM in the big ol' GWM thread. You will find several suggestions on how you can turn GWM from pretty-good into insanely-awesome there.

I'll see if I can find you a more specific reference to the post (posts?) I'm thinking about.

My comment wasn't geared towards you but more in general. I haven't studied your calculations in detail - I just know that whenever someone concludes "its unclear" or "the feat is borderline advantageous" they must have missed a lot of the tricks my minmaxing players pull off :) Still not talking about you though - in those threads several people attempted number-cruncing: AFAIK they all came up short.
 

hmmm

- generic comment, not one about the thread
- doesn't pay attention to who the OP is
- doesn't have a link to the great thread in question
- no specific advice
- didn't check my numbers

... and you want me to trust *your* min-maxing advice? ;)
 

Your attack bonus should be +10 or +11 and your average damage is either 16.5 or 25.5. That means GWM is basically -6/+9, which is significantly worse. The extra damage from rage is also working against GWM here since it increases your average damage without increasing your attack bonus.

By my math, the point where GWM is better without advantage is about AC 14, which agrees with your math. The break even point with advantage is AC 18, which also looks like it agrees.

Personally, I'd probably go with +2 Str. You're only waiting until level 12 for GWM.
 

Remove ads

Top