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General Tabletop Discussion
*Dungeons & Dragons
Great Weapon Mastery - once more into the breach! (with math)
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<blockquote data-quote="Helldritch" data-source="post: 7199391" data-attributes="member: 6855114"><p>[MENTION=6689191]Hillsy7[/MENTION] answered that better than what I could've done.</p><p></p><p>The only thing I would add is that if things works smoothly in a white room, something is wrong. The game's outcome becomes predictable and with predictability, comes boredom and the game becomes quite a lame one indeed.</p><p></p><p>If a GWM or SS were meant to be able to pull the -5/+10 at all times without problems, it would be no wonder that everybody would do something like that. In fact, you would only see SS and GWM. No need for wizards, clerics or heavy AC fighter types. Just GWM and SS... It would be a boring game indeed. </p><p></p><p>All white room analysis I see assume, advantage, bless, haste and god's knows what else. But if you remove those, then suddenly the feat isn't that OP. In fact, as a DM you're there to ensure that sometimes, the feat is usable, and other times it is not that great. The barbarian rages and attacks recklessly? The target should dodge! No more advantage. And the target's friends now shoot the barb with their arrows/bolt/cantrips and god knows what... The Paladin is boosted with every spell thinkable? Good, a dispel magic should do the trick for every spells under 4th level. I am the DM, I control the combat and the opponents. I can make sure that all builds will shine at one point or the other.</p><p></p><p>Yep, white room can help point out some problems. And yes, if a DM allows that kind of boosting these feats can become quite troublesome. On the other hand, the white room can make something quite normal appear quite unbalanced if taken too far. Extremes are just that, extremes...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7199391, member: 6855114"] [MENTION=6689191]Hillsy7[/MENTION] answered that better than what I could've done. The only thing I would add is that if things works smoothly in a white room, something is wrong. The game's outcome becomes predictable and with predictability, comes boredom and the game becomes quite a lame one indeed. If a GWM or SS were meant to be able to pull the -5/+10 at all times without problems, it would be no wonder that everybody would do something like that. In fact, you would only see SS and GWM. No need for wizards, clerics or heavy AC fighter types. Just GWM and SS... It would be a boring game indeed. All white room analysis I see assume, advantage, bless, haste and god's knows what else. But if you remove those, then suddenly the feat isn't that OP. In fact, as a DM you're there to ensure that sometimes, the feat is usable, and other times it is not that great. The barbarian rages and attacks recklessly? The target should dodge! No more advantage. And the target's friends now shoot the barb with their arrows/bolt/cantrips and god knows what... The Paladin is boosted with every spell thinkable? Good, a dispel magic should do the trick for every spells under 4th level. I am the DM, I control the combat and the opponents. I can make sure that all builds will shine at one point or the other. Yep, white room can help point out some problems. And yes, if a DM allows that kind of boosting these feats can become quite troublesome. On the other hand, the white room can make something quite normal appear quite unbalanced if taken too far. Extremes are just that, extremes... [/QUOTE]
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