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When to turn on Great Weapon Master
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<blockquote data-quote="shoak1" data-source="post: 6918593" data-attributes="member: 54380"><p>I partially disagree - I still don't think overkill and unreliability are <em>major</em> concerns to the use of GWM given the bag of hp that most monsters are in 5e - they are certainly things to take note of, but not major mitigating factors. In the case of the balance of this feat, I think what Capn Zapp is not fully considering is that even if you mitigate the -5 penalty, you don't gain +10 damage per swing. You gain +x% (x being the chance to hit after all modifiers, not likely even with mitigation to be better than 75%) of 10 damage, weighed against -25% chance of your base damage (possibly as much as 15 with bonuses). So in the most likely best case scenario, the feat only grants you net +3 or +4 average damage per swing.</p><p></p><p>And then THAT total is what you would compare to something else you can take like +2 STR (which essentially gives you about +2 average damage per swing plus some other benefits).</p><p></p><p>In other words you never gain +10 average damage per swing - you only gain +(your chance to hit)% of +10. And <u>you can never actually "mitigate" the -5 penalty</u> until you get into auto-hit territory - until then there is always the drag of the -25% of your base damage.</p><p></p><p>I would term GWM "low hanging fruit for the min-maxers" (in Capn Zapp's words) only in the full context of the gross inadequacy of the feat list itself, combined with the 20 STR limitation.</p></blockquote><p></p>
[QUOTE="shoak1, post: 6918593, member: 54380"] I partially disagree - I still don't think overkill and unreliability are [I]major[/I] concerns to the use of GWM given the bag of hp that most monsters are in 5e - they are certainly things to take note of, but not major mitigating factors. In the case of the balance of this feat, I think what Capn Zapp is not fully considering is that even if you mitigate the -5 penalty, you don't gain +10 damage per swing. You gain +x% (x being the chance to hit after all modifiers, not likely even with mitigation to be better than 75%) of 10 damage, weighed against -25% chance of your base damage (possibly as much as 15 with bonuses). So in the most likely best case scenario, the feat only grants you net +3 or +4 average damage per swing. And then THAT total is what you would compare to something else you can take like +2 STR (which essentially gives you about +2 average damage per swing plus some other benefits). In other words you never gain +10 average damage per swing - you only gain +(your chance to hit)% of +10. And [U]you can never actually "mitigate" the -5 penalty[/U] until you get into auto-hit territory - until then there is always the drag of the -25% of your base damage. I would term GWM "low hanging fruit for the min-maxers" (in Capn Zapp's words) only in the full context of the gross inadequacy of the feat list itself, combined with the 20 STR limitation. [/QUOTE]
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