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<blockquote data-quote="Celtavian" data-source="post: 6688616" data-attributes="member: 5834"><p>The issues some of us have with GWM and Sharpshooter are well documented. Once you hit the sweet spot against many ACs and have a bunch of buffs with debuffs on the enemy, they become all bonus damage that adds a huge amount of extra damage to attacks. This really stands out like a sore thumb in a coordinated min-maxer group, apparently not so much in groups that don't min-max and don't play in a coordinated manner eliminating the negatives of both feats. </p><p></p><p>I'm finding monsters are fairly weak in 5E. It feels intentional in the same way it felt intentional when WoW made raiding and obtaining high end loot very easy for casual players. D&D seems to have been made very easy for a more casual type of player not interested in a game that requires a lot of system mastery. 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. My players become slightly disengaged with the game when fights are too easy. They don't want to die a bunch either. Since I don't care for resurrection, I'd rather not kill them unless it occurs naturally from bad rolls or lucky hits by the monster rather than overwhelming force due to creating an encounter far too strong for them to fight. </p><p></p><p>I've left Sharpshooter and GWM alone and worked on this from the encounter design end. I feel if you allow feats and magic items, you'll have to modify the game to account for both. A DM can best do that behind the screen.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6688616, member: 5834"] The issues some of us have with GWM and Sharpshooter are well documented. Once you hit the sweet spot against many ACs and have a bunch of buffs with debuffs on the enemy, they become all bonus damage that adds a huge amount of extra damage to attacks. This really stands out like a sore thumb in a coordinated min-maxer group, apparently not so much in groups that don't min-max and don't play in a coordinated manner eliminating the negatives of both feats. I'm finding monsters are fairly weak in 5E. It feels intentional in the same way it felt intentional when WoW made raiding and obtaining high end loot very easy for casual players. D&D seems to have been made very easy for a more casual type of player not interested in a game that requires a lot of system mastery. 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. My players become slightly disengaged with the game when fights are too easy. They don't want to die a bunch either. Since I don't care for resurrection, I'd rather not kill them unless it occurs naturally from bad rolls or lucky hits by the monster rather than overwhelming force due to creating an encounter far too strong for them to fight. I've left Sharpshooter and GWM alone and worked on this from the encounter design end. I feel if you allow feats and magic items, you'll have to modify the game to account for both. A DM can best do that behind the screen. [/QUOTE]
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