On abolishing feats: on the contrary, my players are hungry for MORE system crunch, not less.
Well, it didn't work / wasn't enough for my player, who didn't even look twice at any non great weapon they found, only commenting "oh well, hope the next one is a greataxe"...
One thing; does your player know that the first bonus of GWM (the Cleave option) is useful with ANY melee weapon, not just one with the Heavy or Two-Handed property? We had a 2-weapon champion fighter who took both GWM and DW, and used rapiers. The combination of the higher crit range and multiple attacks allowed him to slice and dice his way through low CR monsters with ease.
I think the issue is one of minmaxing: yes, you CAN take the feat as a sword and board fighter... But why not then shuck the shield and grab that sword in both hands*…?
(*yes I know, a longsword is versatile but not heavy)
...To gain ALL of the feat's benefits, I mean. D&D is a game rewarding specialization, but this does run counter to the desired state of "I'm a fighter, I can use every weapon equally well, I can kill you with a tooth pick if I want to" (slightly exaggerated![]()
I guess that design philosophy is a bit too... casual? for our group of seasoned 3e optimizers!
Dual Wielding/Two Weapon Fighting requires using your bonus action to make the off-hand attack, and the cleave option of GWM also requires the use of a bonus action to make the cleave attack. If you make an off-hand attack, you can't make a GWM cleave attack in the same round, and if you don't make the DW/TWF off-hand attack, you can get at most one GWM cleave in a round.
Yeah, but GWM is literally doing nothing for him. On rounds when he crits or downs someone, he gets... the same bonus action attack that he always gets from dual wielding.Yes, we know that. The combination allowed him to use the bonus action for his attack if he didn't get a crit or reduce to zero. He is an 11th level fighter, with 3 attacks.
I meant GWM.
You're forgetting about the extra attack (from critting or killing a foe), but never mind, it was only meant as an example. The character might already have a magic weapon (only one not as good), etc.
I don't think we disagree on the basic point: the feats can steer the game into situations where your enjoyment at finding magical loot is lessened!
My main question remains, have you seen an alternate take on the 5e feats, that tries harder to avoid "weapon lock in".
I guess that design philosophy is a bit too... casual? for our group of seasoned 3e optimizers!