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Looking for a house rule for Great Weapon Master
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<blockquote data-quote="jgsugden" data-source="post: 9244785" data-attributes="member: 2629"><p>As you note, it isn't really broken. However, if you want to weaken it some, here are some options:</p><p></p><p>1.) Reduce the +10 damage to +5, 6 or 7 or 8. The reduction in hit chance means they'll still be missing out on damage from missing, so your goal of +8 to +10 should be reasonably close (depending upon the bonus you select, the AC of monsters you use, and the prevalence of advantage).</p><p></p><p>2.) Eliminate the -5/+10 and give them a bonus d4 per attack with a heavy weapon.</p><p></p><p>3.) Give them the benefits of savage attacker so that they can reroll the damage.</p><p></p><p>4.) If you're not against a little accounting, give them a 'wear them down' effect: Each time you hit the target your damage bonus goes up by 1. If you miss, this bonus resets back to 0. Thus, when attacking low AC high hit point foes you can build up high damage bonuses, but against high AC foes the bonus will be small and fade often. The bonus also resets when you roll initiative.</p><p></p><p>5,) Keep it as is, but on each successive hit using it you reduce the bonus damage by 1. If you miss during your turn, or if you do not use it during your turn, it resets to 10.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9244785, member: 2629"] As you note, it isn't really broken. However, if you want to weaken it some, here are some options: 1.) Reduce the +10 damage to +5, 6 or 7 or 8. The reduction in hit chance means they'll still be missing out on damage from missing, so your goal of +8 to +10 should be reasonably close (depending upon the bonus you select, the AC of monsters you use, and the prevalence of advantage). 2.) Eliminate the -5/+10 and give them a bonus d4 per attack with a heavy weapon. 3.) Give them the benefits of savage attacker so that they can reroll the damage. 4.) If you're not against a little accounting, give them a 'wear them down' effect: Each time you hit the target your damage bonus goes up by 1. If you miss, this bonus resets back to 0. Thus, when attacking low AC high hit point foes you can build up high damage bonuses, but against high AC foes the bonus will be small and fade often. The bonus also resets when you roll initiative. 5,) Keep it as is, but on each successive hit using it you reduce the bonus damage by 1. If you miss during your turn, or if you do not use it during your turn, it resets to 10. [/QUOTE]
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