FormerlyHemlock
Hero
delete the "no disad shooting in melee" part of SS feat.
There is no such disadvantage in the PHB, and no such removal of disadvantage in Sharpshooter. So deleting a non-existent exception to a non-existent rule equals... ???
delete the "no disad shooting in melee" part of SS feat.
There is no such disadvantage in the PHB, and no such removal of disadvantage in Sharpshooter. So deleting a non-existent exception to a non-existent rule equals... ???
Word.We haven't had such imbalance problems in our game so far. There's no GWM or PM feat fighter in our group, though
Melee guys in 5E need all the help they can get not to wind up on the short end of the stick. They have good damage once they finally close, but terrible survivability and they don't scale. Once the difficulty level goes above the Deadly threshold they really struggle, not to mention the problems they have with mobile opponents like dragons--so if you're building a GWM melee specialist, make sure you've got some kind of a backup plan like cantrips or a good longbow.
Possibly several assumptions here...
a) if you by "Melee guys" mean average vanilla fighterish types, then yes, that would support my suspicion that regular hp and AC 16-17 simply won't cut it. Before my players ended up with their melee gods we had a PC death caused simply by initiative timings: first guy in the room, then most monsters, RIP first guy in room.
Creating an AC 21 character and a double HP character was a direct response to the realization that regular tanks aren't tanky enough to withstand even a single round if all foes are "forced" to focus fire on that single character.
b) you might feature lots and lots of ranged opponents in your game, but that is simply not the expected norm. Not for the Monster Manual and not for the fantasy genre in general. If your players can't make mighty bare-chested barbarians that manly wade into melee combat work, then you might want to dial down on the number of foes with effective ranged weapons and/or mobility greater than the party. Alternatively, you and all your players love that more modern "hide and snipe" feeling, and there is no problem. (But it did sound as if you have an issue with "melee guys" having "terrible survivability", amirite?)
c) Your point about "they don't scale" I don't even understand? Scale how? And who is scaling much better? Archers? Spellcasters?
(If you mean spellcasters, that's great. I would love to hear about spellcasters reclaiming their turf at mid to high levels, because at levels 1-8 they really are support characters in the melee guys story)
Gonna stop you right there before you manage to set up a possibly condescending straw man...In a beer-and-pretzels game where *YANK*
Cheers,
Zapp
Out of interest CapnZapp, why did your campaign end?
It falls under the Cover Rule. The other Players might give the enemies Cover if they stand between you and your target and since the Feat lets you ignore Cover, it lets you shoot into a melee without worring where anyone stand exactly.
But I never heard that this is a problemtic Part of the Sharpshooter feat .. in fact if you negate the -5/+10 part AND cover, you only have the bonus of not having disadvantage on long shots, which rarely happens in my Experience. That would make the Feat worthless.
Overarching question is: why include squishy spellcasters in the team at all?
As a DM I haven't quite figured out how tough I can make a monster to make it a true challenge for the PCs without killing them. I'm erring on the side of caution at the moment. I've been bumping hit points roughly a 150% for solo encounters. I might push it to 200% soon. I've constructed a powerful legendary creature with healing capabilities as well as offensive capabilities to see if mitigating some of the damage with healing abilities will increase the ability the monster to challenge the PCs.