Flamestrike
Legend
These feats deal damage. Whoop-de-do-da.
Considering CR 1/2 thugs have 30-40 HP its not an issue. Any monstrous humanoid in chainmail and a shield is AC 18.
5E is structured for 6-8 encounters per day, with each encounter featuring multiple monsters across a range of capabilities and roles (high HP brute, low CR Mook, caster/ leader type etc).
Having some PCs (i.e. warriors who are the main users of these feats) be geared towards taking down the high HP tank/ brute monster is a feature and not a bug. Having a system where the players seek to work together to take down specific threats, buffing each other and working together as a team, is something to be encouraged.
The cleric casts bless. Its hard to take down because he sticks close to the paladin and takes advantage of his divine grace bonus to saves. The barbarian recklessly attacks, knowing his rage resistance will counter the return damage, while the mage hastes the barbarian turning him into a juggernaught of destruction.
This is not the game 'breaking'. Its the game working as intended.
At the end of the battle, the party are down on some resources (1 bless, 1 rage, 1 haste, several cure wounds spells, a shield, a smite or two, a channel divinity or two). Now they push onto the next encounter. And the next. And then maybe a short rest. And then another two or three encounters. And then a second short rest. And then 2-3 more encounters.
Most of the things that negate the -5 to hit require resources (yes, even reckless attack which depletes hit points due to the barbarian getting clobbered more often while its 'on'). Tripping strike, bless, faerie fire etc. Many also require a specific set up, or chew into the action economy.
Then there is the additional opportunity cost that for every PC that has one of these feats, he is missing an ASI (+1 hit, damage, saves and skills).
So your Barbarian with GWM isnt really at -5/+10. Hes really at -6/+9.
Considering CR 1/2 thugs have 30-40 HP its not an issue. Any monstrous humanoid in chainmail and a shield is AC 18.
5E is structured for 6-8 encounters per day, with each encounter featuring multiple monsters across a range of capabilities and roles (high HP brute, low CR Mook, caster/ leader type etc).
Having some PCs (i.e. warriors who are the main users of these feats) be geared towards taking down the high HP tank/ brute monster is a feature and not a bug. Having a system where the players seek to work together to take down specific threats, buffing each other and working together as a team, is something to be encouraged.
The cleric casts bless. Its hard to take down because he sticks close to the paladin and takes advantage of his divine grace bonus to saves. The barbarian recklessly attacks, knowing his rage resistance will counter the return damage, while the mage hastes the barbarian turning him into a juggernaught of destruction.
This is not the game 'breaking'. Its the game working as intended.
At the end of the battle, the party are down on some resources (1 bless, 1 rage, 1 haste, several cure wounds spells, a shield, a smite or two, a channel divinity or two). Now they push onto the next encounter. And the next. And then maybe a short rest. And then another two or three encounters. And then a second short rest. And then 2-3 more encounters.
Most of the things that negate the -5 to hit require resources (yes, even reckless attack which depletes hit points due to the barbarian getting clobbered more often while its 'on'). Tripping strike, bless, faerie fire etc. Many also require a specific set up, or chew into the action economy.
Then there is the additional opportunity cost that for every PC that has one of these feats, he is missing an ASI (+1 hit, damage, saves and skills).
So your Barbarian with GWM isnt really at -5/+10. Hes really at -6/+9.