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<blockquote data-quote="MostlyHarmless42" data-source="post: 6960527" data-attributes="member: 6845520"><p>It should be noted that my houserules are just that, houserules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Definitely interesting math there, and taking a look at it, it is worth contemplating if I shall continue using a -prof /+2 x proficiency model. My thoughts regarding the feats are mixed, hence why I'm trying to avoid a knee jerk reaction change. </p><p></p><p>I figure the feat as intended should be a meaningful choice, a legitimate risk of missing against higher ac people, and my change does admittedly fail at that. I should note I myself am not bothered by people saving the feat for lower AC monsters like zombies, nor I am I phased by magic item stacking (the DM has complete control over magic items and rust monsters exist). </p><p></p><p>As for class ability stacking like bless or debuff spells? That I feel is the game working as intended, assuming they come from more than one source, are limited, or have a trade off. Gods forbid I encourage the players at my table to actually use character synergy or strategy in combat. Clearly I thought they were just supposed to whine and try to kill each other.</p><p></p><p>...sarcastic jokes aside, my main concern is that the feat remains a meaningful choice, without being "required". What I don't want is for two fighters/barbarians/whatever who are identical builds except the GWM/SS feats and to have one player (without the feats) have less "fun" or feel outshined unless they gets it as well. I realize this is harder to quantify with napkin math and whiterooming, especially comparing other feats that don't as easily convert to combat dpr. </p><p></p><p>I'd imagine, for example, the fighter who selects the "Healer" feat vs. the GWM, all other things identical, will still be effective, just in different ways.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 6960527, member: 6845520"] It should be noted that my houserules are just that, houserules. :) Definitely interesting math there, and taking a look at it, it is worth contemplating if I shall continue using a -prof /+2 x proficiency model. My thoughts regarding the feats are mixed, hence why I'm trying to avoid a knee jerk reaction change. I figure the feat as intended should be a meaningful choice, a legitimate risk of missing against higher ac people, and my change does admittedly fail at that. I should note I myself am not bothered by people saving the feat for lower AC monsters like zombies, nor I am I phased by magic item stacking (the DM has complete control over magic items and rust monsters exist). As for class ability stacking like bless or debuff spells? That I feel is the game working as intended, assuming they come from more than one source, are limited, or have a trade off. Gods forbid I encourage the players at my table to actually use character synergy or strategy in combat. Clearly I thought they were just supposed to whine and try to kill each other. ...sarcastic jokes aside, my main concern is that the feat remains a meaningful choice, without being "required". What I don't want is for two fighters/barbarians/whatever who are identical builds except the GWM/SS feats and to have one player (without the feats) have less "fun" or feel outshined unless they gets it as well. I realize this is harder to quantify with napkin math and whiterooming, especially comparing other feats that don't as easily convert to combat dpr. I'd imagine, for example, the fighter who selects the "Healer" feat vs. the GWM, all other things identical, will still be effective, just in different ways. [/QUOTE]
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