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*Dungeons & Dragons
Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Zardnaar" data-source="post: 6925398" data-attributes="member: 6716779"><p>Sharpshooter + crossbow expert was the example I used and the math with that example assumed no buffing being used.</p><p></p><p> 40% is also a low ball thing my players usually only use the feats if they have a 50% chance or better to hit (after the -5). This means buffed or combos like the war cleric + great weapon master (an out right +5 to hit +10 damage). </p><p></p><p> Its the degree of the team work required I doubt they expected people to very few resources to enable a +10 damage across the board starting form very low levels. A single source of advantage mostly eliminates the -5 penalty and combined with the archery style in effect gives you a bonus to hit and +10 damage.</p><p></p><p> Your math is wrong when it comes to in game examples I provided. Advantge+bless for example enables those feats to function at an absurd level of power worse than someone taking advantage+bless to hit and not using those feats. </p><p></p><p>Mathematically advantage is around a 4.5 to hit, bless is a +2.5 so in effect you have two options if you are under those conditions.</p><p></p><p>+7 to hit OR</p><p></p><p>+2 and +10 damage. </p><p></p><p> OR (with sharpsooter)</p><p></p><p>+9 to hit or</p><p>+4 to hit and +10 damage</p><p></p><p> Those bonuses are above and beyond what you already have to hit. This is in a real world game of D&D against an unknown AC combined with multiple attacks. At mid levels (5+) the base to hit is usually a minimum of +7 (+3 prof, +4 from stat) or at worst +6 (at best +8) excluding magic items (which PCs usually have if you have played 3pp or WoTC adventures).</p><p></p><p> In effect you have at least +11 to hit and +10 damage (technically +6 to hit with advantage) which functionally means 60% or more chance to hit through to AC 18 80% at AC 14 and monster ACs in 5E do not tend to be very high.</p><p></p><p> If 3/5 attacks on average hit for 1d6+14 damage vs 1d6 +4 5 attacks hitting for 1d6+5 damage is an average of 32.5 damage vs 52.5 damage with 3 attacks hitting (and the more you can shift that to 80% with the -5 included the more absurd it gets). </p><p></p><p> In a real game we have hit AC 22 and 23 with the -5 things (bless, prone, bard dice, higher numbers to hit than these assumed defaults etc). Once proficiency bonus hits +4 or higher and scores get maxed at 20 for example those feats are the gift that keep on giving (along with bless).</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6925398, member: 6716779"] Sharpshooter + crossbow expert was the example I used and the math with that example assumed no buffing being used. 40% is also a low ball thing my players usually only use the feats if they have a 50% chance or better to hit (after the -5). This means buffed or combos like the war cleric + great weapon master (an out right +5 to hit +10 damage). Its the degree of the team work required I doubt they expected people to very few resources to enable a +10 damage across the board starting form very low levels. A single source of advantage mostly eliminates the -5 penalty and combined with the archery style in effect gives you a bonus to hit and +10 damage. Your math is wrong when it comes to in game examples I provided. Advantge+bless for example enables those feats to function at an absurd level of power worse than someone taking advantage+bless to hit and not using those feats. Mathematically advantage is around a 4.5 to hit, bless is a +2.5 so in effect you have two options if you are under those conditions. +7 to hit OR +2 and +10 damage. OR (with sharpsooter) +9 to hit or +4 to hit and +10 damage Those bonuses are above and beyond what you already have to hit. This is in a real world game of D&D against an unknown AC combined with multiple attacks. At mid levels (5+) the base to hit is usually a minimum of +7 (+3 prof, +4 from stat) or at worst +6 (at best +8) excluding magic items (which PCs usually have if you have played 3pp or WoTC adventures). In effect you have at least +11 to hit and +10 damage (technically +6 to hit with advantage) which functionally means 60% or more chance to hit through to AC 18 80% at AC 14 and monster ACs in 5E do not tend to be very high. If 3/5 attacks on average hit for 1d6+14 damage vs 1d6 +4 5 attacks hitting for 1d6+5 damage is an average of 32.5 damage vs 52.5 damage with 3 attacks hitting (and the more you can shift that to 80% with the -5 included the more absurd it gets). In a real game we have hit AC 22 and 23 with the -5 things (bless, prone, bard dice, higher numbers to hit than these assumed defaults etc). Once proficiency bonus hits +4 or higher and scores get maxed at 20 for example those feats are the gift that keep on giving (along with bless). [/QUOTE]
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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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