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*Dungeons & Dragons
Great Weapon Mastery - once more into the breach! (with math)
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<blockquote data-quote="Hillsy7" data-source="post: 7199547" data-attributes="member: 6689191"><p>I don't necessarily disagree - I think there is always a risk with add on abilities like feats (and to be fair, in spell choices occasionally), where there can be a feeling of being corralled. I know when I was listening to the penny arcade podcasts around the playtest launch I was quote excited about totally compartmentalised classes where certain core abilities could be bolted on.</p><p></p><p>Having said that, I don't think 5e has done too bad a job with supporting design choice rather than simply fracturing it across the core class, feats, & archetypes. Specifically, I feel like the 3 feats we've been talking about (GWM, SS, and SM) feel like bonuses to already selected play styles (GWF, Archery, and Duelling), should you want them. And here's where I'd probably let them have a little helping hand to the non-optimising player to have that "Awesome" thing they do.</p><p></p><p>So a GWF gets to have his "power attack" move, but it isn't as good against high AC targets (Crazy power-gaming aside). Your Duellist has a free "shield bash" move which makes them good against high AC enemies, but is less impressive against High HP, Low AC enemies (Or really large ones). An Archer has a "Power Attack" too, and a +</p><p> which helps with high AC, but doesn't get opportunity attacks. This feels like a very simple pro-con supplement to the more casual player who's already picked his play style.</p><p></p><p>Yes, there are mitigations for all of these, but I wouldn't say they are so screamingly obvious as to ruin other choices. And hell, watching a few live streams of D&D, there's quite a few occasions where players simply forget the can "Power Attack" or get a free chance at a knock down. It is a little obvious ("Look at this cool feat you can use Mr Fighter who gets lots of extra feats - Cooeee!"), but I do think it helps that less experienced player get to be awesome at something in certain situations.</p><p></p><p>But then again I'm pretty comfortable with GWM as it stands and think it does add something positive to a large chuck of players that'd be lacking if you rounded it down....</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7199547, member: 6689191"] I don't necessarily disagree - I think there is always a risk with add on abilities like feats (and to be fair, in spell choices occasionally), where there can be a feeling of being corralled. I know when I was listening to the penny arcade podcasts around the playtest launch I was quote excited about totally compartmentalised classes where certain core abilities could be bolted on. Having said that, I don't think 5e has done too bad a job with supporting design choice rather than simply fracturing it across the core class, feats, & archetypes. Specifically, I feel like the 3 feats we've been talking about (GWM, SS, and SM) feel like bonuses to already selected play styles (GWF, Archery, and Duelling), should you want them. And here's where I'd probably let them have a little helping hand to the non-optimising player to have that "Awesome" thing they do. So a GWF gets to have his "power attack" move, but it isn't as good against high AC targets (Crazy power-gaming aside). Your Duellist has a free "shield bash" move which makes them good against high AC enemies, but is less impressive against High HP, Low AC enemies (Or really large ones). An Archer has a "Power Attack" too, and a + which helps with high AC, but doesn't get opportunity attacks. This feels like a very simple pro-con supplement to the more casual player who's already picked his play style. Yes, there are mitigations for all of these, but I wouldn't say they are so screamingly obvious as to ruin other choices. And hell, watching a few live streams of D&D, there's quite a few occasions where players simply forget the can "Power Attack" or get a free chance at a knock down. It is a little obvious ("Look at this cool feat you can use Mr Fighter who gets lots of extra feats - Cooeee!"), but I do think it helps that less experienced player get to be awesome at something in certain situations. But then again I'm pretty comfortable with GWM as it stands and think it does add something positive to a large chuck of players that'd be lacking if you rounded it down.... [/QUOTE]
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