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<blockquote data-quote="pemerton" data-source="post: 6266742" data-attributes="member: 42582"><p>I don't understand this at all.</p><p></p><p>By this logic, it's not optional whether or not a gameworld includes a god of Light, or counts weasels among its fauna.</p><p></p><p>The ability is on a list of things from which a choice must be made: the exact words are "Choose one of the following options". It can be removed from that list without making any class unbuildable or unplayable. No other aspect of the game depends upon it. (I'm following convention here and ignoring the billion-and-one non-AoE spells that do autodamage.)</p><p></p><p>I don't like the Expertise feats in 4e. That means my group just doesn't use them. It's as easy as that. I don't need them to be quarantined into some special corner marked "optional". I just tell my players that, when they are choosing feats, they should opt for something else.</p><p></p><p>So, just to be clear: it has to be removed, so that those who can't abide it aren't tempted to put it into their games anyway (and then what - post about how it is ruining their fun?).</p><p></p><p>At 1st level, the typical melee fighter has +4 to hit (+3 stat, +1 prof). The typical AC is, let's say, 13, meaning the to-hit rate is 0.6. Hence the expected damage boost from DoaM is 0.4*STR. As a damage bonus on a hit, that would be +2*STR/3. Just replace DoaM with +2 to damage and your expected output should be about the same.</p><p></p><p>Advantage on a d12 damage roll also gives average damage of 8 and 35/72, which is just a touch less than +2 to a d12 damage roll. So that is another option.</p><p></p><p>I've got nothing against adding to the range of options. I just don't see why they need to be reduced.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6266742, member: 42582"] I don't understand this at all. By this logic, it's not optional whether or not a gameworld includes a god of Light, or counts weasels among its fauna. The ability is on a list of things from which a choice must be made: the exact words are "Choose one of the following options". It can be removed from that list without making any class unbuildable or unplayable. No other aspect of the game depends upon it. (I'm following convention here and ignoring the billion-and-one non-AoE spells that do autodamage.) I don't like the Expertise feats in 4e. That means my group just doesn't use them. It's as easy as that. I don't need them to be quarantined into some special corner marked "optional". I just tell my players that, when they are choosing feats, they should opt for something else. So, just to be clear: it has to be removed, so that those who can't abide it aren't tempted to put it into their games anyway (and then what - post about how it is ruining their fun?). At 1st level, the typical melee fighter has +4 to hit (+3 stat, +1 prof). The typical AC is, let's say, 13, meaning the to-hit rate is 0.6. Hence the expected damage boost from DoaM is 0.4*STR. As a damage bonus on a hit, that would be +2*STR/3. Just replace DoaM with +2 to damage and your expected output should be about the same. Advantage on a d12 damage roll also gives average damage of 8 and 35/72, which is just a touch less than +2 to a d12 damage roll. So that is another option. I've got nothing against adding to the range of options. I just don't see why they need to be reduced. [/QUOTE]
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