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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Fanaelialae" data-source="post: 6931552" data-attributes="member: 53980"><p>I can't parse what your intended meaning is here.</p><p></p><p></p><p></p><p>More monsters does equate to more xp. However, you could simply use a lot of low CR monsters (against which GWM and SS matter less) that give less xp than an equivalently challenging higher CR monster. </p><p></p><p>Alternatively, don't use more monsters at all, but rather give the monsters advantageous circumstances, such as surprise or difficult/hazardous terrain that the monsters are capable of easily ignoring (such as fighting an aquatic monster underwater or fire elementals in a volcano). Doing so increases the challenge without any increase in xp.</p><p></p><p></p><p></p><p>Without SS, he'd be hitting 75-80% of the time. That roughly works out to be 8.5 * 0.8 = 6.8 vs 18.5 * .55 = 10.175, which is a difference of 3.375 DPR per attack; my eyes aren't exactly bulging from my head in disbelief at those numbers. Also, because he's an archer without Crossbow Expert, any time an enemy gets in his face (and they should be trying) he'll either have to provoke opportunity attacks or suffer a heavy decrease in DPR. Enemies can also ignore him by simply moving behind total cover.</p><p></p><p>The player is trading steady damage for bursty damage. While the latter has the potential to make a greater impact, it is also more heavily reliant on RNG which can bite you when you least expect it.</p><p></p><p>Also, if you felt that the character was overpowered, denying him his Horde Breaker bonus is trivially simple. Just don't stand monsters directly next to each other (have them flank when in melee).</p><p></p><p></p><p></p><p>The DMG outright states that if you use magic items you'll need to design harder challenges (to maintain the same level of challenge). Does that mean that magic items are warping the game? Having a group of players who work well together necessitates that you design harder challenges. Is good teamwork warping the game?</p><p></p><p>I don't deny that GWM/SS + Bless + FF is a very potent combo when used together, but the game encourages teamwork by rewarding synergy. It's not all that different in concept from casting entangle/web on a group of monsters and then using ranged attacks to kill them without taking a single point of damage in return, except that yours requires the players to coordinate choices during character creation. Both are effective.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6931552, member: 53980"] I can't parse what your intended meaning is here. More monsters does equate to more xp. However, you could simply use a lot of low CR monsters (against which GWM and SS matter less) that give less xp than an equivalently challenging higher CR monster. Alternatively, don't use more monsters at all, but rather give the monsters advantageous circumstances, such as surprise or difficult/hazardous terrain that the monsters are capable of easily ignoring (such as fighting an aquatic monster underwater or fire elementals in a volcano). Doing so increases the challenge without any increase in xp. Without SS, he'd be hitting 75-80% of the time. That roughly works out to be 8.5 * 0.8 = 6.8 vs 18.5 * .55 = 10.175, which is a difference of 3.375 DPR per attack; my eyes aren't exactly bulging from my head in disbelief at those numbers. Also, because he's an archer without Crossbow Expert, any time an enemy gets in his face (and they should be trying) he'll either have to provoke opportunity attacks or suffer a heavy decrease in DPR. Enemies can also ignore him by simply moving behind total cover. The player is trading steady damage for bursty damage. While the latter has the potential to make a greater impact, it is also more heavily reliant on RNG which can bite you when you least expect it. Also, if you felt that the character was overpowered, denying him his Horde Breaker bonus is trivially simple. Just don't stand monsters directly next to each other (have them flank when in melee). The DMG outright states that if you use magic items you'll need to design harder challenges (to maintain the same level of challenge). Does that mean that magic items are warping the game? Having a group of players who work well together necessitates that you design harder challenges. Is good teamwork warping the game? I don't deny that GWM/SS + Bless + FF is a very potent combo when used together, but the game encourages teamwork by rewarding synergy. It's not all that different in concept from casting entangle/web on a group of monsters and then using ranged attacks to kill them without taking a single point of damage in return, except that yours requires the players to coordinate choices during character creation. Both are effective. [/QUOTE]
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