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Looking for a house rule for Great Weapon Master
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<blockquote data-quote="Clint_L" data-source="post: 9244890" data-attributes="member: 7035894"><p>I don't think GWM is OP, but the 2024 version is a nice alternative. I think it actually maths out to better damage in most situations, though.</p><p></p><p>I think GWM feeling OP is mostly a result of confirmation bias - we naturally remember the hits and forget the misses.</p><p></p><p>Edit: for example, let's say you would normally need an 11 to hit your foe. Fighter with 20 strength, great sword.</p><p></p><p>Using GWM your average damage per attack is 5.5. Forgoing it, your average damage actually goes <em>up</em>, to 6.</p><p></p><p>So GWM is a meaningful choice - you have to constantly figure the odds on when to use it and when not. I like that. The above is a super bare bones example, of course, and the more factors you have to add in, the more complicated the choice gets. For example, the more damage you would do <em>without</em> GWM, the worse it becomes. And, of course, the converse is true as well: the weaker your damage without GWM, the better it is as an option.</p><p></p><p>Also, you have to factor in what you gave up to get GWM - either an ASI or another feat. So no, I don't think it is currently OP, at all, though clever players can figure out ways to really wring the most out of it, as with many feats (for instance, if you can work in tandem with another party member so that you are often taking swings against paralyzed opponents and getting auto-critical hits, then GWM would be <em>amazing</em>).</p><p></p><p>But if you just want to increase your level 20 fighter's DPR by about 8 per round, the 2024 version of GWM will do almost exactly that. It's less fun, though, IMO.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9244890, member: 7035894"] I don't think GWM is OP, but the 2024 version is a nice alternative. I think it actually maths out to better damage in most situations, though. I think GWM feeling OP is mostly a result of confirmation bias - we naturally remember the hits and forget the misses. Edit: for example, let's say you would normally need an 11 to hit your foe. Fighter with 20 strength, great sword. Using GWM your average damage per attack is 5.5. Forgoing it, your average damage actually goes [I]up[/I], to 6. So GWM is a meaningful choice - you have to constantly figure the odds on when to use it and when not. I like that. The above is a super bare bones example, of course, and the more factors you have to add in, the more complicated the choice gets. For example, the more damage you would do [I]without[/I] GWM, the worse it becomes. And, of course, the converse is true as well: the weaker your damage without GWM, the better it is as an option. Also, you have to factor in what you gave up to get GWM - either an ASI or another feat. So no, I don't think it is currently OP, at all, though clever players can figure out ways to really wring the most out of it, as with many feats (for instance, if you can work in tandem with another party member so that you are often taking swings against paralyzed opponents and getting auto-critical hits, then GWM would be [I]amazing[/I]). But if you just want to increase your level 20 fighter's DPR by about 8 per round, the 2024 version of GWM will do almost exactly that. It's less fun, though, IMO. [/QUOTE]
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