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General Tabletop Discussion
*TTRPGs General
Weapon/Implement Expertise: +1 to-hit?! Yuck!
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<blockquote data-quote="Cadfan" data-source="post: 4650455" data-attributes="member: 40961"><p>I'm not a fan of this feat.</p><p> </p><p>I like feats that are... interesting. I don't like feats that just shift you a tiny bit on the power curve. I find myself obliged to take them, because I understand math and can tell that my character would benefit more from them than from any other available feat.</p><p> </p><p>But were I designing the game, specializing in a weapon would come in the form of feats like Hammer Rhythm that give you something unique to your weapon, not in fake specialization that gives you the same thing that everyone else gets while restricting your weapon choice so as to fool you into thinking that you've customized your character.</p><p> </p><p>If I were designing 4e, I'd kill Weapon Focus, Weapon Expertise, Toughness, and... and a lot of the superior weapons that don't actually do anything new, and just add a point or half point of damage per [W].</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4650455, member: 40961"] I'm not a fan of this feat. I like feats that are... interesting. I don't like feats that just shift you a tiny bit on the power curve. I find myself obliged to take them, because I understand math and can tell that my character would benefit more from them than from any other available feat. But were I designing the game, specializing in a weapon would come in the form of feats like Hammer Rhythm that give you something unique to your weapon, not in fake specialization that gives you the same thing that everyone else gets while restricting your weapon choice so as to fool you into thinking that you've customized your character. If I were designing 4e, I'd kill Weapon Focus, Weapon Expertise, Toughness, and... and a lot of the superior weapons that don't actually do anything new, and just add a point or half point of damage per [W]. [/QUOTE]
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Weapon/Implement Expertise: +1 to-hit?! Yuck!
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