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<blockquote data-quote="clearstream" data-source="post: 7232545" data-attributes="member: 71699"><p>This came up with my players, and is a good question. Does it overshadow anyone? And is it going to distort our narratives? Players can increase speed in four main ways (before magic) -</p><p></p><p>Mobile +10'</p><p>Unarmored Movement (Monk) +10' to +30'</p><p>Fast Movement (Barbarian) +10'</p><p>Wood Elf +5'</p><p></p><p>Prior to Skulker (renamed Agile), a Wood Elf Monk 6 / Barbarian 5 with Mobile has a Speed of 60'. Spending Ki they can Dash twice for a move of 180'. If they invest their their ASI's in Mobile and Agile, they have a Speed of 70' and can Dash twice for 210'. Looking at common ranges - 60', 120' 320' - 180' has much the same impact as 210'. So I believe we won't suffer any narrative distortion (that we were not in for anyway).</p><p></p><p>A Wood Elf Fighter 6 could have both feats for a Speed of 55'. They can Dash and then Action Surge to move 165' which isn't profoundly more than the 135' otherwise available to them. This is all still slower than our Speed specialist, and the Fighter can't regularly Dash twice. So I think it's hard for a non-Speed specialist to overshadow using the feats.</p><p></p><p>What do you think? Do you see a way to exploit Mobile + Agile to break things?</p><p></p><p></p><p>A key motive is the potential for narrative distortion produced by <strong>Crossbow Expert + Sharpshooter</strong>: ignoring cover to deal unreasonable damage at unreasonable ranges (120' to 600'). <strong>With Archery and Bless</strong> to mitigate the attack penalty. The game becomes one of pavises and kiting.</p><p></p><p>Great Weapon Master is a gimme for heavy weapon users like Barbarians and Champions. It doesn't automatically produce a bonus attack, and it can't get the +2 to attack that ranged can. It can do a lot of damage, but only in close-quarters. So it is less distorting to our scenarios. And using it to best effect prevents a character from having the best armor class. It does overshadow other melee feats to an extent, but other fighting styles are as strong or stronger... and I believe Great Weapon Master is narrow enough to avoid stepping on toes. It overshadows more because it serves an archetype that appeals, rather than through being the strongest setup.</p><p></p><p>It's worth thinking about the counter-case of course. Let's say that we do nerf Great Weapon Mastery? What do we gain? We shift the game balance toward casters and ranged. For me, preserving melee as the king of single-target damage is where the overall balance works best.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7232545, member: 71699"] This came up with my players, and is a good question. Does it overshadow anyone? And is it going to distort our narratives? Players can increase speed in four main ways (before magic) - Mobile +10' Unarmored Movement (Monk) +10' to +30' Fast Movement (Barbarian) +10' Wood Elf +5' Prior to Skulker (renamed Agile), a Wood Elf Monk 6 / Barbarian 5 with Mobile has a Speed of 60'. Spending Ki they can Dash twice for a move of 180'. If they invest their their ASI's in Mobile and Agile, they have a Speed of 70' and can Dash twice for 210'. Looking at common ranges - 60', 120' 320' - 180' has much the same impact as 210'. So I believe we won't suffer any narrative distortion (that we were not in for anyway). A Wood Elf Fighter 6 could have both feats for a Speed of 55'. They can Dash and then Action Surge to move 165' which isn't profoundly more than the 135' otherwise available to them. This is all still slower than our Speed specialist, and the Fighter can't regularly Dash twice. So I think it's hard for a non-Speed specialist to overshadow using the feats. What do you think? Do you see a way to exploit Mobile + Agile to break things? A key motive is the potential for narrative distortion produced by [B]Crossbow Expert + Sharpshooter[/B]: ignoring cover to deal unreasonable damage at unreasonable ranges (120' to 600'). [B]With Archery and Bless[/B] to mitigate the attack penalty. The game becomes one of pavises and kiting. Great Weapon Master is a gimme for heavy weapon users like Barbarians and Champions. It doesn't automatically produce a bonus attack, and it can't get the +2 to attack that ranged can. It can do a lot of damage, but only in close-quarters. So it is less distorting to our scenarios. And using it to best effect prevents a character from having the best armor class. It does overshadow other melee feats to an extent, but other fighting styles are as strong or stronger... and I believe Great Weapon Master is narrow enough to avoid stepping on toes. It overshadows more because it serves an archetype that appeals, rather than through being the strongest setup. It's worth thinking about the counter-case of course. Let's say that we do nerf Great Weapon Mastery? What do we gain? We shift the game balance toward casters and ranged. For me, preserving melee as the king of single-target damage is where the overall balance works best. [/QUOTE]
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