Concepts → Great Weapon Fighting vs raw rerolls
Great Weapon Fighting — does the reroll-on-1 actually buy you anything?
Great Weapon Fighting (GWF) lets you reroll any 1 or 2 on a damage die from a two-handed melee weapon. Players regularly ask: does that swing the math meaningfully, or is it a negligible buff that flavour-tax fighters pay for? The exact rationals are easier than you'd think — and the answer differs by weapon.
The GWF rule (and the engine's r1 notation)
Per RAW: when you roll damage with a two-handed melee weapon
you're proficient with, you can reroll any 1 or 2. The 2024
version uses the same trade. Diceplots' parser supports
reroll-on-N via the rN suffix:
2d6r1+5 rerolls each die that came up 1 (matches
RAW for 1-only rerolls); for the standard "1 or 2" reroll, use
r2.
In every case below, "GWF" is shorthand for the more common reroll-on-1-or-2 variant; the math for reroll-on-1-only is almost identical, just smaller.
Greatsword — the headline weapon
Greatsword damage is 2d6+STR. Two dice means GWF's
reroll fires roughly twice as often as on a single-die weapon.
2d6+5
- 7 2.78%
- 8 5.56%
- 9 8.33%
- 10 11.11%
- 11 13.89%
- 12 16.67%
- 13 13.89%
- 14 11.11%
- 15 8.33%
- 16 5.56%
- 17 2.78%
2d6r1+5
- 7 0.08%
- 8 1.08%
- 9 4.86%
- 10 8.64%
- 11 12.42%
- 12 16.20%
- 13 18.90%
- 14 15.12%
- 15 11.34%
- 16 7.56%
- 17 3.78%
Mean shifts:
-
E[2d6+5] = 12— exact. -
E[2d6r1+5] = 12 + 2·(1/6 · 0.5) = 12 + 1/6 ≈ 12.17for reroll-on-1-only. -
E[2d6r2+5] = 12 + 2·(2/6 · 1) = 12 + 2/3 ≈ 12.67for reroll-on-1-or-2 (RAW GWF).
That ~5% mean increase compounds across a campaign — a Greatsword Fighter swinging twice per round at level 5 over a typical adventuring day adds up to noticeable damage. But it's not a big number per swing.
Greataxe — half the effect
Greataxe damage is 1d12+STR. One die, but a d12 —
so the reroll fires less often per attack and the d12
has a wider tail to land in after a reroll.
1d12+5
- 6 8.33%
- 7 8.33%
- 8 8.33%
- 9 8.33%
- 10 8.33%
- 11 8.33%
- 12 8.33%
- 13 8.33%
- 14 8.33%
- 15 8.33%
- 16 8.33%
- 17 8.33%
1d12r1+5
- 6 0.69%
- 7 9.03%
- 8 9.03%
- 9 9.03%
- 10 9.03%
- 11 9.03%
- 12 9.03%
- 13 9.03%
- 14 9.03%
- 15 9.03%
- 16 9.03%
- 17 9.03%
Mean shifts:
-
E[1d12+5] = 11.5— exact. -
E[1d12r1+5] = 11.5 + 1/12 · 5.5 ≈ 11.96for reroll-on-1-only. The 5.5 is the mean of the rerolled die. -
E[1d12r2+5] = 11.5 + 2/12 · 5 ≈ 12.33for reroll-on-1-or-2 (RAW GWF).
So GWF on a Greataxe gives a ~0.5 mean bump at +5 STR vs Greatsword's ~0.7 — a bit less, in absolute terms, despite the Greataxe's higher raw damage cap.
The variance angle — the surprising part
GWF cuts low rolls. It doesn't change high rolls. So the distribution gets narrower, not just shifted right. That has knock-on effects on kill probability:
- Below the mean (target HP < your average swing), the higher-variance non-GWF roll wins more often than the narrower GWF roll, by a small margin — same logic as variance and kill probability. Counter-intuitive.
- Around the mean, GWF is a strict win — it raises the floor without lowering the ceiling.
- Well above the mean (one-shotting underleveled targets), the variance reduction is irrelevant — both rolls pulp the target.
So GWF is genuinely better mean DPR but the reduced variance means you'll see slightly fewer "miracle 24-damage crits" — because the reroll cuts the lows, the high tail becomes proportionally less impressive.
The takeaway
GWF is a real buff, not a flavour-tax. But the per-swing magnitude is small (roughly +0.5 to +0.7 mean damage on common weapons), and the variance reduction means it slightly hurts your kill probability in the regime where you're chip-damaging targets above your single-swing mean. In the regime where you're meeting or exceeding your mean, it's a strict improvement.
Stack-rank: pick GWF over Defense fighting style if you're DPR-focused and your typical target HP sits around or above your swing mean. Defense's flat +1 AC is more universally valuable and doesn't have the variance-reduction tradeoff — see the number at the back of any optimisation thread.
Try it yourself
↦ /vs/2d6+5/2d6r1+5 — Greatsword vs GWF Greatsword ↦ /vs/1d12+5/1d12r1+5 — Greataxe vs GWF Greataxe ↦ /strike/2d6r1+5 — full GWF Greatsword distribution
Drag the HP slider — at low HP (5-8), the non-GWF roll's higher variance gives it a slight edge; at HP near the mean (10-12), GWF takes over; well above, both reliably finish.