Criminy. It's a tool in the toolbox. One of my PCs with it rarely uses it much anymore but it came in handy when battling trolls recently.
Show me one. Otherwise I believe your hyperbole is only managing to cloud the waters. If 5e has similar abilities, where one is generally twice as effective as the other(s), that's news to me. I'm curious where you are coming from here.Ok, imagine you had the choice between two abilities. The abilities are essentially the same, but the first ability does double the damage of the second ability. This is an example of poor game design because players will generally make the easy decision to pick the first, more damaging, ability. Granted, that choice gets messier in a game like D&D because the available upgrades are not perfectly fungible, but it is still possible to identify when an upgrade suffers from this design flaw.
Now who doesn't understand "basic game design precepts"? Or maths, evidently. Swinginess is not "bad design". It serving a different purpose. Scratches a different itch. And provides a different set of pros-and-cons over a more bell curvy option. There have been a lot of threads over the years here, on how the math plays out between the greatsword and greataxe. The best ones, IMO, focus on how it applies to play at the table, rather than just cherry-picked, white-room theory-crafted scenarios designed to reinforce a narrative. There's a search feature near the top of the page. I encourage you to take a look.One example is the greataxe compared to the greatsword or maul. Outside of certain corner cases (half orcs, etc.), the latter weapons are simply better. Setting the greataxe at 1d12 damage instead of 2d6 damage was simply a bad design choice. (Then again, even that straightforward example can be messy since someone can say "greatswords are expensive" or "mauls can't cut ropes.")
I'm not sure you read my post carefully as your response doesn't appear to be tailored to points I made.Show me one. ...... Swinginess is not "bad design".
Simple.Given that you have to avoid horrifying multi-class multi-attack cheese, how would you do it then?
You cannot use GFB with War Caster since GFB targets more than the original creature which provoked the opportunity attack from you.Your also missing warcaster. You only make a single attack as an OA. Though again that works better with booming blade.
Accountants take Greatswords, Artists take Greataxes.I really love rolling d12s. In fact, I want to like poison spray more just so I could use this die more. If I could exchange it for 2d6, I would like greatswords more.
And I think you are right, it is defensible. I think it speaks to all or none of big axe swings (1 or 12 possible).
I actually haven't thought about them - our campaign is a bunch of new players, a few older edition-refugees grogs like myself, and a few different DMs so we're keeping it standard for now. We have a couple tiny house rules, nothing special, and no home brew as of yet.I'm interested to see your homebrew take on the melee cantrips.
If you liked that, you'll LOVE my take on the Hexblade.Really good take on the cantrip, BTW. I like it when people who critique the game can back it up with solid ideas.
Do keep in mind that the melee cantrips already have a few advantages over ranged ones: they don't suffer disadvantage when in melee, they can be augmented by abilities that effect your weapon attacks (for example, sneak attack or divine smite), they can be augmented by the properties of your weapon if your weapon is magical or poisoned, they run off of your weapon attack mod instead of spell attack mod, and they come with a rider (which ranged cantrips often do, but not the hard hitting ones).I've made them d12 cantrips in my games. After all, if you're going to be casting the best melee cantrip, it should do more damage than the best ranged cantrip.
So I realize this is an old thread, but there's something very important about what makes Green-Flame blade good for sorcerers that nobody has mentioned yet: it's a cantrip, which means that you can quicken it for 1 sorcery point. So basically, it gives sorcerers a low-cost double attack that hits two opponents. At 18 Charisma and 16 Dex, it hits for 2d8+7 / 1d8+8 per attack, and twice that is a total of 6d8+30, or an average of 57 damage, which well out-does even the 33 damage [3*(2d6+4)] that a fighter does with extra attacks, and is on par with the damage Fireball does to each target (8d6+4=32). Yes, it doesn't do as much damage as casting a powerful spell, but it's far cheaper and more effective against a smaller number of opponents, plus it can be chained from an easy-to-hit target to a hard-to-hit one.My Sorcerer is Fire-based and has GFB and likes to stack the CHA-mod on the off-loaded damage if there's someone else standing nearby. 2d8+8 is better than 2d8+4