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I would broadly agree that as levels get higher great weapons favor fighters, since they get multiple extra attacks and so improving the quality of each attack matters more, and two weapon favors characters who have large damage bonuses to attacks (such as Rangers with Mark) since additional attacks matters more. In neither case would I choose great weapon or two weapon purely on their own merits, but rather in consideration with other build factors. In full game release, this would include the quality of available weapons of each type, but that knowledge is a long way off.
Fighter (eldritch knight) 6 - Wizard (abjuration) 14 (if i even manage to hit level 20)
its so tanky given the heavy armor as well as reaction shield spell and bonus HP from abj spec im gonna be trying to do a mostly solo run as it and see just how well it can hold up here.
shield master is very good if you focus on dex and with best light armor.
nearly OP, it give you 19 ac with +6 to 8 on dex save
dex save use against all AOE damage.
and shield master will -100% damage on aoe if you passed the check (normal only -50%)
duel wield is OP too (no, i wont tell you why this one)
You know, I totally misread Great Weapon Fighting. I thought it meant you re-roll for your attack roll, not your damage.
In BG3 there is backstab, which gives you a bonus to hit and doesn't count as advantage so you can get both advantage and backstab to offset the -5 penalty. That makes it a more attractive ability in this game than PnP.
So, without advantage, when is using GWF better than not using GWF? It depends on how much extra damage were getting from ability modifiers, weapon enhancements etc. We can calculate our average damage per attack as the product of the chance of hitting the target and the average damage per hit. Let's assume a character with a greatsword, +4 damage modifier (say a 16 strength and +1 weapon or 18 strength) and a bonus to hit of +6 (4+proficiency modifier). Without GWF, our average damage per hit from 2d6+4 is 11; with GWF our average damage is 10 points higher (21). That leaves us with the following inequality to solve: (x-0.25)*21>=x*11. The solution to that is x>=0.525. For the Fighter in our example, if our target has an AC of 16 or lower he should use GWF if the AC is 17 or higher he shouldn't use GWF, although if the target has an AC of 26 or higher he should activate it again.
A bit of a messy calculation, but it does show that the +10 to damage isn't always worth the -5 to hit. Generally speaking, if your chance to hit increases without increasing your damage, GWF gets better and as your average damage per hit increases GWF gets worse. For a character like a Paladin who has smites and damage enhancement spells, it's probably not an ability he's going to want to activate a lot.
only 1 adv can active pre attack.
5e rules
Not really. On average, 2d6 rerolling 1 and 2s is 1.74 more damage per hit (factoring in critical hits) It is 1.15 on a 1d12, and 1.12 on a 1d10.
Statistically you are far better off just increasing your strength by 2, if your strength isn't already 20. The damage difference per hit is only 0.74 but you'd be hitting 15-30% more often vs. typical armor classes. Plus shoves, carrying capacity, athletics checks, etc.
When I played with my Dwarf Fighter I never have seen 1s or 2s being rerolled.
As to op, protection all the way.
Not in this game, test it out.