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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="CapnZapp" data-source="post: 6974595" data-attributes="member: 12731"><p>Agreed.</p><p></p><p></p><p>Exactly. To my mind, being able to fight with ranged weapons unhindered in melee is such a major flaw.</p><p></p><p></p><p>If I had shared that sentiment I wouldn't have felt the need to mess with the rules. </p><p></p><p>But I don't. My players are simply to good at finding/exploiting loopholes and building characters for best-in-class DPR. </p><p></p><p>I simply can't let things like Great Weapon Master stand, since it means nobody would consider playing a character that can't benefit from it. The damage increase potential is simply too great. </p><p></p><p>I mean, talking about the mid levels (level 12 for example), if a greatsword wielder does, say, 10-15 points more damage per round than a sword-and-board character, that would be totally fine, and probably a reasonable tradeoff compared to the extra AC and perhaps Shield Master ability.</p><p></p><p>And that's what a quick look at the game tells you. </p><p></p><p>But in real play, it simply isn't the case. </p><p></p><p>In practical play, the sword-n-board guy might do 3d8+15 or 28 damage. But the greatsword gal will do 3d12+45 damage or 64 damage.</p><p></p><p>That difference is so enormously staggeringly huge it isn't funny. It is completely unreasonable to ask a character to forego frikkin' double damage just to gain a few points of AC or similar.</p><p></p><p>Killing monsters at twice the speed simply can't be beat. You take much less damage if only half as many monsters get to attack you, than what any AC bonus could ever help you with.</p><p></p><p>And, to round off by bringing us back on topic, if in practical play there's a third guy using a hand crossbow that deals 4d6+60 damage (that's even more than the greatweapon wielder!) both in melee and from up to 120 feet away, then there can only be one conclusion:</p><p></p><p>There IS a major flaw, and patching the rules needs to happen. Even though keeping track of the changes IS a hassle.</p><p></p><p>Not only does these feats disable every other character build, they completely outclass the monsters too.</p><p></p><p>Since I would like to avoid rewriting the entire MM in the Dave 2008 style, I feel that taking away the possibility for runaway amounts of damage is the more painless way to go.</p><p></p><p>Of course, the best solution would be for WotC to errata the GWM, SS and CE feats officially. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6974595, member: 12731"] Agreed. Exactly. To my mind, being able to fight with ranged weapons unhindered in melee is such a major flaw. If I had shared that sentiment I wouldn't have felt the need to mess with the rules. But I don't. My players are simply to good at finding/exploiting loopholes and building characters for best-in-class DPR. I simply can't let things like Great Weapon Master stand, since it means nobody would consider playing a character that can't benefit from it. The damage increase potential is simply too great. I mean, talking about the mid levels (level 12 for example), if a greatsword wielder does, say, 10-15 points more damage per round than a sword-and-board character, that would be totally fine, and probably a reasonable tradeoff compared to the extra AC and perhaps Shield Master ability. And that's what a quick look at the game tells you. But in real play, it simply isn't the case. In practical play, the sword-n-board guy might do 3d8+15 or 28 damage. But the greatsword gal will do 3d12+45 damage or 64 damage. That difference is so enormously staggeringly huge it isn't funny. It is completely unreasonable to ask a character to forego frikkin' double damage just to gain a few points of AC or similar. Killing monsters at twice the speed simply can't be beat. You take much less damage if only half as many monsters get to attack you, than what any AC bonus could ever help you with. And, to round off by bringing us back on topic, if in practical play there's a third guy using a hand crossbow that deals 4d6+60 damage (that's even more than the greatweapon wielder!) both in melee and from up to 120 feet away, then there can only be one conclusion: There IS a major flaw, and patching the rules needs to happen. Even though keeping track of the changes IS a hassle. Not only does these feats disable every other character build, they completely outclass the monsters too. Since I would like to avoid rewriting the entire MM in the Dave 2008 style, I feel that taking away the possibility for runaway amounts of damage is the more painless way to go. Of course, the best solution would be for WotC to errata the GWM, SS and CE feats officially. :) [/QUOTE]
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