UngeheuerLich
Legend
But your solution is just not working as a great weapon feat... and with nothing to compensate the feat is trash...
No, the game was specifically balanced around not having these feats. Changing the game around whatever optional rules you opt-in to is intended.
Having people complain about these feats being OP when they don't change anything else about their game is like having people complain about how their IKEA chairs fall apart when they skip the bit in the instructions where they need to use screws.
Its OK a complete lack of magical armor and shields is a little odd by level 9 though.
Hell you find some of that in LMoP.
I assume non magical equipment from the PHB within reason is fine?
I have a 6am start tomorrow and a 12 hour day so I'll have to finish off those PCs later.
I gave one guy a +1 shield. You can give one other guy +1 armor as well (or adamantine armor, your choice).
Yep, go nuts.
You dont have to be too detailed. We dont really have to go through it blow by blow.
To help you out here is the adventure summary.
'Your PC [pick one] has been approached by [his church or someone equally important to him] with dire news. The infamous Dragonlord Morkarr, dark ruler of the northern wastes, is on the verge of forging an unholy alliance with foul creatures from the Underdark realm of Mindshatter; a kingdom of Illithids and aberrations most alien!"
If this alliance is allowed to come to fruition, Morkarrs dark realm and Mindshatter will become an unstoppable force of evil that will lay waste to the northern kingdoms [including the homelands of a second PC, including his family].
Your contact explains to you that an emissary from both Morkarrs dark realm, and from Mindshatter are present at the Dragonlords tower to the north, and the alliance is to be consumated via a dark ritual... a ritual that will conclude in just over three hours time. That is; unless your group can stop it!
Your contact has spells of teleportation prepared to get you to the outskirts of the dark tower (and has provided all PCs with the healing potions I noted above when doling out gear); from there your group will have to infiltrate the dark tower and put an end to the alliance by slaying the emissaries of both powers. Only by killing both emissaries before dawn (in just over three hours) will the ritual be stopped. Slaying just the one emissary will not be enough to totally extinguish the dark magic of the ritual'
'If you fail, a darkness will sweep over the northern lands, permitting creatures most foul to rise up from the Underdark... thus condemning the souls of tens of thousands of free folk to a lifetime of thralldom and worse'
I have the encoutners ready to go. Happy to [broadly] run you through them whenever youre ready.
I can already see where this is going lol. Mindful ayers really there are like 3 intelligence saves in the game.
I'm not claiming those feats make you invincible. If you cherry pick monsters and make scenarios specifically to hose a party it doesn't prove much. A heap of flying spellcasters could hose a lot of parties regardless of what feats and class options were used.
I can make the characters up 100% if you like do you eat to test it on roll d20 or here at EnWorld. Is there really any point win or lose in a contrived scenario.
And yet, that is the kind of encounters that my groups meet on a regular basis. The GWM and the SS will plow through the critters and your casters and other characters will also have a chance to shine. I am almost exclusively a DM but I would love to play in such a campaing where diversity rules.
I am pretty sure that these fight will be challenging enough. As soin as I can, I'll try to make some simulations with one of my group that has both GWM and SS in it. Yes I keep an upto date copy of every characters in my groups. It helps me in designing balanced enounters.