In my latest session, the dm gave us a +1 Longsword. You would think that is good, right? Well, I don’t know. I am playing a human fighter, the only martial in the party, except for the monk, and he’s basically dead. I took the Great Weapon fighting style, and I normally wield a greatsword. So what is better? You would think the magic Longsword would be better, but it’s only +1, and it doesn’t let me use my fighting style as often to boost damage. I just need some technical help.
What level are you? There’s an optional rule that lets you change fighting style at a level where you gain a feat. Or keep them both, use the longsword when fighting creatures resistant to non-magical damage, or if you need the ac boost from the shield you’ll be carrying. Use the great sword the other times.
Or use the longsword 2-handed. Then you qualify for the fighting style and the +1 should get pretty close to evening out your average damage.
You can totally use that fighting style whenever you use the Longsword with both hands, and the bonus to hit means doing more damage more reliably. And the +1 damage ups that 1d10 to almost equivalent to 1d12, but with the same minimum and average damages as the greatsword’s 2d6. Overall the +1 longsword is a net gain.
Longswords have versatile property, so the Great Weapon fighting style does apply to it, if you use it with two hands. The damage dice for using it two handed is a d10, which is the same as a Glaive or Halberd. So a +1 Longsword works out better than a non magical version of either of those. A Greatsword does 2d6, which averages 7, more like 8.3 with Great Weapon fighting, while the +1 Longsword does 1d10+1, which averages around 7.3 with Great Weapon fighting, but with a better chance to hit, which pretty much makes up the difference in damage. The +1 Longsword also allows you to hit creatures that resist or are immune to non magical damage. So, on the whole, I would say that the +1 Longsword is the better choice.
If you do later take the Great Weapon Master feat, you won't be able to get the -5/+10 benefit when using the longsword, although you do get the potential bonus attack benefit. Perhaps by that time you will have a magical Greatsword.
This is isn't a problem; it is a decision. Not every artifact obtained in a campaign is going to fall in line with what the party members have envisioned for themselves. Now granted, if the items seem to offer little to no benefit to the campaign players then maybe a conversation with the GM is required. But this doesn't sound like a concern at this time.
Other posters have already mentioned the options on how your character can use this item and still gain a benefit. It really isn't a downgrade from your current scenario (going form a greatsword to a mace would be a different debate).
Also, as a human fighter, your DM could rule the long sword allows you a free hand that can be used for holding a light when needed while still wielding a weapon (you can always drop the light to use the weapon two handed). From here you can also consider changing fighting style options or start planning out a difference character growth (Feat options) to better utilize this weapon. There are options that can still offer a great fun style of play.
Finally, talk to your DM about options the campaign module will allow. The DM doesn't have to give away any secrets or expose the game during your talk, but you can discuss if there will be potential to sell off or trade in this weapon for other weapon that suits your character.
But overall try using it first. If you don't like it, you can always holster it and use your preferred weapons of choice.
You can use the longsword with two hands as you have been told. However, a greatsword without the feat great weapon master is a waste. With the duelist fighting style you are going to do pretty much the same damage and you can have a shield in the other hand.
And the Great Weapon fighting style is pretty bad. The worst in my opinion.
The other thing about the plus one long sword is it is MAGICAL. As you progress in the game an increasing number of eenmies are going to be resistant or even immune to Bludgeoning , slashing and piercing damage from non magical weapons. Your +1 long sword will bypass this.
You can totally use that fighting style whenever you use the Longsword with both hands, and the bonus to hit means doing more damage more reliably. And the +1 damage ups that 1d10 to almost equivalent to 1d12, but with the same minimum and average damages as the greatsword’s 2d6. Overall the +1 longsword is a net gain.
I'm not sure you can use the GWM with a longsword just because you're two-handing it. Per the description of the feat, the weapon you're can't just be 2 handed, it has to also have the Heavy property.
*edit*
Ignore that, I was looking at the feat, not the fighting style
I would still hold onto the magic sword though. You're at the level where "magic for the purposes of overcoming resistance" is going to start coming more and more in handy. It'd be good to have it in your back pocket the next time you fight an undead or demon who's immune to mundane weapons.
I will say that a DM handing out a +1 weapon that's not in line with what anyone in the party is using is a minor eyebrow raiser. But yeah, as people have said, two-handing the longsword puts you in the same general damage range as a normal greatsword and lets you make use of the fighting style. Honestly, unless you rolled for stats and got very lucky for your STR score, I wouldn't look into GWM before at least level 6, so you've got time to find a +1 greatsword or buy one. Maybe mention to your DM that you'd like to go that direction for your build, but in the short term you can still get all your core stuff from the longsword.
All the more reason to try the longsword +1. You have plenty of time to take feats, especially as a fighter, and other posters have mentioned you probably should start with an ability score improvement before taking a feat. I can also see the longsword is a better fit for the Samurai subclass since the character gains bonus with social interactions (a great weapon can be perceived as more of a threat than a side sword).
Now if you really want the GWM feat, then talk to you DM about this goal. Till then, try playing with the longsword and see how your character develops. You have plenty of time to figure out a way to switch back to a greatsword. Or use your greatsword and when you DM mentions your damage is not as effective, you can drop it and draw your magical sword to vanquish the enemy. There are options here, so my recommendation is explore them.
I am currently only lvl 2. I have planned on taking the great weapon master feat, also going to take the Samurai subclass.
At lvl 2 a +1 weapon is very good. Your DM should be careful with this because if he scales it at this rate, it's going to get out of hand fast.
I would find myself a shield, or I would go with the magical longsword held in two hands. If at level 4 you haven't found a magic greatsword (or other heavy weapon), I would consider changing my combat style to duelist. And go with shield and sword.
while the damage of the greatsword may look better than the versatile longsword, the average and maximum are vwry close by 1. But the magic sword has the advantage of hiting more creature and can allow you to use your hand if newded
I will say that a DM handing out a +1 weapon that's not in line with what anyone in the party is using is a minor eyebrow raiser. But yeah, as people have said, two-handing the longsword puts you in the same general damage range as a normal greatsword and lets you make use of the fighting style. Honestly, unless you rolled for stats and got very lucky for your STR score, I wouldn't look into GWM before at least level 6, so you've got time to find a +1 greatsword or buy one. Maybe mention to your DM that you'd like to go that direction for your build, but in the short term you can still get all your core stuff from the longsword.
It's possible they're playing through a pre-written adventure. I had a similar problem when DM'ing my friends through Lost Mines of Phandelver, where many of the magic items you find in the adventure seem to be pretty clearly intended for the pre-generated characters included with the starter pack. I made the conscious decision to swap some of those weapons for things I knew the players would use (like replacing a +1 Longsword with a +1 Longbow), but I can understand if some DM's don't do that... either because they don't think to, or perhaps they don't want it to feel like the world of their game shifts in a way that makes it obvious this stuff just exists specifically for these characters.
So if I use the Longsword, and don’t take GWM at 6, what feat should I take instead? I’ll take a double strength ASI at 4. I used point buy for 16 str, 14 dex, 14 con, 10 int, 13 wis, and 12 cha.
So if I use the Longsword, and don’t take GWM at 6, what feat should I take instead? I’ll take a double strength ASI at 4. I used point buy for 16 str, 14 dex, 14 con, 10 int, 13 wis, and 12 cha.
What’s your role in the party (in fights in particular)? Could you use some mobility from something like fey touched (with a wis boost) throw in hex for a nice little damage boost? Sentinel can help you protect squishy allies. Resilient wis can help you not get charmed. Slasher can be useful, and set you up for another half feat down the line. There’s lots of other options depending on what you do, and what you want to do.
Sentinel (increase benefits to using your reactions)
Slasher (Reduce speed of a hit target)
And this is with little knowledge of your character. There are probably other good choices to consider taking as well. Consider how you play the character and the roles the character fills for the party. And many of the above feats compliment the GWM so if you ever find that magical greatsword you still have a great base for your character build.
In my latest session, the dm gave us a +1 Longsword. You would think that is good, right? Well, I don’t know. I am playing a human fighter, the only martial in the party, except for the monk, and he’s basically dead. I took the Great Weapon fighting style, and I normally wield a greatsword. So what is better? You would think the magic Longsword would be better, but it’s only +1, and it doesn’t let me use my fighting style as often to boost damage. I just need some technical help.
What level are you? There’s an optional rule that lets you change fighting style at a level where you gain a feat.
Or keep them both, use the longsword when fighting creatures resistant to non-magical damage, or if you need the ac boost from the shield you’ll be carrying. Use the great sword the other times.
Or use the longsword 2-handed. Then you qualify for the fighting style and the +1 should get pretty close to evening out your average damage.
You can totally use that fighting style whenever you use the Longsword with both hands, and the bonus to hit means doing more damage more reliably. And the +1 damage ups that 1d10 to almost equivalent to 1d12, but with the same minimum and average damages as the greatsword’s 2d6. Overall the +1 longsword is a net gain.
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Longswords have versatile property, so the Great Weapon fighting style does apply to it, if you use it with two hands. The damage dice for using it two handed is a d10, which is the same as a Glaive or Halberd. So a +1 Longsword works out better than a non magical version of either of those. A Greatsword does 2d6, which averages 7, more like 8.3 with Great Weapon fighting, while the +1 Longsword does 1d10+1, which averages around 7.3 with Great Weapon fighting, but with a better chance to hit, which pretty much makes up the difference in damage. The +1 Longsword also allows you to hit creatures that resist or are immune to non magical damage. So, on the whole, I would say that the +1 Longsword is the better choice.
If you do later take the Great Weapon Master feat, you won't be able to get the -5/+10 benefit when using the longsword, although you do get the potential bonus attack benefit. Perhaps by that time you will have a magical Greatsword.
This is isn't a problem; it is a decision. Not every artifact obtained in a campaign is going to fall in line with what the party members have envisioned for themselves. Now granted, if the items seem to offer little to no benefit to the campaign players then maybe a conversation with the GM is required. But this doesn't sound like a concern at this time.
Other posters have already mentioned the options on how your character can use this item and still gain a benefit. It really isn't a downgrade from your current scenario (going form a greatsword to a mace would be a different debate).
Also, as a human fighter, your DM could rule the long sword allows you a free hand that can be used for holding a light when needed while still wielding a weapon (you can always drop the light to use the weapon two handed). From here you can also consider changing fighting style options or start planning out a difference character growth (Feat options) to better utilize this weapon. There are options that can still offer a great fun style of play.
Finally, talk to your DM about options the campaign module will allow. The DM doesn't have to give away any secrets or expose the game during your talk, but you can discuss if there will be potential to sell off or trade in this weapon for other weapon that suits your character.
But overall try using it first. If you don't like it, you can always holster it and use your preferred weapons of choice.
You can use the longsword with two hands as you have been told.
However, a greatsword without the feat great weapon master is a waste. With the duelist fighting style you are going to do pretty much the same damage and you can have a shield in the other hand.
And the Great Weapon fighting style is pretty bad. The worst in my opinion.
The other thing about the plus one long sword is it is MAGICAL. As you progress in the game an increasing number of eenmies are going to be resistant or even immune to Bludgeoning , slashing and piercing damage from non magical weapons. Your +1 long sword will bypass this.
I'm not sure you can use the GWM with a longsword just because you're two-handing it. Per the description of the feat, the weapon you're can't just be 2 handed, it has to also have the Heavy property.*edit*
Ignore that, I was looking at the feat, not the fighting style
I would still hold onto the magic sword though. You're at the level where "magic for the purposes of overcoming resistance" is going to start coming more and more in handy. It'd be good to have it in your back pocket the next time you fight an undead or demon who's immune to mundane weapons.
I am currently only lvl 2. I have planned on taking the great weapon master feat, also going to take the Samurai subclass.
I will say that a DM handing out a +1 weapon that's not in line with what anyone in the party is using is a minor eyebrow raiser. But yeah, as people have said, two-handing the longsword puts you in the same general damage range as a normal greatsword and lets you make use of the fighting style. Honestly, unless you rolled for stats and got very lucky for your STR score, I wouldn't look into GWM before at least level 6, so you've got time to find a +1 greatsword or buy one. Maybe mention to your DM that you'd like to go that direction for your build, but in the short term you can still get all your core stuff from the longsword.
It’s usually better to take the ASI @ 4th level and hold off on a feat until 6th, so you have some time to find a magic greatsword.
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All the more reason to try the longsword +1. You have plenty of time to take feats, especially as a fighter, and other posters have mentioned you probably should start with an ability score improvement before taking a feat. I can also see the longsword is a better fit for the Samurai subclass since the character gains bonus with social interactions (a great weapon can be perceived as more of a threat than a side sword).
Now if you really want the GWM feat, then talk to you DM about this goal. Till then, try playing with the longsword and see how your character develops. You have plenty of time to figure out a way to switch back to a greatsword. Or use your greatsword and when you DM mentions your damage is not as effective, you can drop it and draw your magical sword to vanquish the enemy. There are options here, so my recommendation is explore them.
At lvl 2 a +1 weapon is very good. Your DM should be careful with this because if he scales it at this rate, it's going to get out of hand fast.
I would find myself a shield, or I would go with the magical longsword held in two hands. If at level 4 you haven't found a magic greatsword (or other heavy weapon), I would consider changing my combat style to duelist. And go with shield and sword.
while the damage of the greatsword may look better than the versatile longsword, the average and maximum are vwry close by 1. But the magic sword has the advantage of hiting more creature and can allow you to use your hand if newded
It's possible they're playing through a pre-written adventure. I had a similar problem when DM'ing my friends through Lost Mines of Phandelver, where many of the magic items you find in the adventure seem to be pretty clearly intended for the pre-generated characters included with the starter pack. I made the conscious decision to swap some of those weapons for things I knew the players would use (like replacing a +1 Longsword with a +1 Longbow), but I can understand if some DM's don't do that... either because they don't think to, or perhaps they don't want it to feel like the world of their game shifts in a way that makes it obvious this stuff just exists specifically for these characters.
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So if I use the Longsword, and don’t take GWM at 6, what feat should I take instead? I’ll take a double strength ASI at 4. I used point buy for 16 str, 14 dex, 14 con, 10 int, 13 wis, and 12 cha.
What’s your role in the party (in fights in particular)? Could you use some mobility from something like fey touched (with a wis boost) throw in hex for a nice little damage boost? Sentinel can help you protect squishy allies. Resilient wis can help you not get charmed. Slasher can be useful, and set you up for another half feat down the line. There’s lots of other options depending on what you do, and what you want to do.
And this is with little knowledge of your character. There are probably other good choices to consider taking as well. Consider how you play the character and the roles the character fills for the party. And many of the above feats compliment the GWM so if you ever find that magical greatsword you still have a great base for your character build.
That's charger. Crusher is moving around people with a bludgeoning weapon.
Cheers!. Making correction now.