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That Broken GWM/SS "Fix"

🕑 Added 2020-02-03 21:21:02 +0000 UTC

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Hi Stuart! Thanks for your response. I don't think it's necessarily a bad fix. I think it's important to know what the numbers are you know whether it works for you. Personally, I don't like the fact that it takes away the tactical choice and makes it an "always on" feature. I've written on Sharpshooter in past posts as well. I think a fix starts with dividing out the features of the feat. Ignoring cover and (less so) long range is already really powerful on its own. I think we could build two core feats that are built around the most powerful bits of those feats, while adding other more ribbony bullets that ideally promote the other pillars of play as well. I must admit I don't have a solution I'm happy with, yet.

Stuart Logan

Huh. You make a lot of good points, and obviously the math bears out, which is good to know as I've been using this change in my games. I am curious, though; do you have any suggestions for a superior - or, arguably, actual - fix, or do you disagree with the assessment that GWM/SS are too good, or at least the best? Also, I disagree with the idea that using the proficiency bonus as a scaling mechanism in class abilities. For the most part I don't think using an ability modifier is better at all; generally characters do not need any more incentive to max out their primary stat, which is generally what abilities in that sort of situation are going to scale with. If anything I'd say it restricts player choice by making min-maxing even more effective.


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