Expertise probably taken by almost all characters by 6th level
Jhalen said:
Lol. Hyperbole, much? A feat will sell exactly nothing, since it'll just appear in the Character Builder for everyone.
I've sold dozens of books in a single store on the basis of a single feat or class feature. Books are often bought on a group basis, i.e. the DM will only allow the feat or feature if he has access to the book, so the player who wants the feat or feature buys the book to show the DM. As for
Character Builder, I don't use it, no one in our group uses it, and I'm not the least bit interested in it. This coming release day, I plan on selling as many copies of PHB2 as I can.
Jhaelen said:
Additionally, the feat isn't even particularly good at the beginning of an adventurer's career. I couldn't see myself taking it before paragon level.
Upon further consideration, I've come to nearly the same conclusion. If it's a
"feat tax," then it's a tax on the paragon and epic tiers, although I think a lot of characters will take it mid to late heroic.
I don't see how it would necessarily be any better. In your case, we would then "have" to take and use those powers just to retain parity in hitting at higher levels. Which would pigeon-hole builds further because everyone now finds themselves taking the same few powers.
I understand what you're saying. I was suggesting that it would have been more fun to have something to
do other than just take a feat, but you're right, it would impose a larger burden than a single feat. Unless, of course, it had been done correctly in the first place, and most all the various high level powers were part of various viable gap closing strategies. In any case, if the intent were simply to fix the gap, applying a tier penalty to monster defenses would be simpler and leave more feat choices available to characters.
Mistwell said:
I still think an awful lot of people never play games much beyond the heroic tier.
Put me in that camp. The first D&D game I ever played I went to 12th level and died the first day
(this was OD&D in the 70's). Our next two campaigns ended at 28th level after 3 years and 15th level after ten years. Since then, I've played 1st to 12th level over and over again, the game just seems to become unplayable much beyond that. Perhaps 4E has figured out how to make late paragon and epic playable, but then again, maybe not. I can easily see myself satisfied playing heroic to mid paragon again and again.
Mistwell said:
Nor do I know many DMs who have some rule that if you do not personally own the book you cannot take the feat.
Every campaign I've
ever been in, someone in the group had to provide access to the book to the DM if they wanted their character to use a specific feat, class, spell, race, item and so on. The
group needs access to the book,
not the player using the book.
Fedifensor said:
Bonus to hit is more powerful than other feats. It is always better than the "situational +1" feats, even at level 1. It is much better than the feats that offer +1 damage with a specific weapon group or damage type.
Once a character has the feats that provide capabilities necessary for their character concept, they will take this feat. For example,
Axam the Dwarf Ranger requires
Quick Draw, Dwarven Weapon Training, and
Sneak of Shadows to be what he is supposed to be. But come 6th level, I will be taking
Weapon Expertise: Axes. I suspect that will be true for most characters, they will take
Expertise by mid-heroic.
Fedifensor said:
Encounters are designed to challenge the players. An Epic encounter designed without taking this feat into account goes from a challenge to a cakewalk, because it doesn't account for the extra +3 to hit.
But the claim is that the tier gap is too much for existing encounters, and that
Expertise will change these encounters from tedious and challenging to reasonable and challenging.
Fedifensor said:
In a group where some players have the feat and others don't, the characters who don't have the feat will be at a disadvantage, contributing less to the group.
I don't think it'd be a problem in low heroic, by late heroic most characters will have
Expertise, and by mid-paragon,
all characters will have it. I think you'd only see a practical difference in late heroic to mid paragon.
Fedifensor said:
Characters who use both weapons and implements lose two feats instead of one for the same increase in overall effectiveness.
The feat discourages characters that use multiple weapons or multiple implements, because of the extra cost.
These are very telling objections, and one reason I'd consider applying a tier penalty to monsters instead.
Cailte said:
Its not clearly better than feats that have nothing to do with combat that I need for my character to develop as I see them.
Its not clearly better than Muti-class feats that add additional options and give skill training....When talking "opportunity cost" one needs to look at the whole picture, not just a little part of it.
Most character concepts require at most 3-4
"capability" feats. By late heroic, almost all characters will be looking for feats that improve what they already do, rather than adding new capabilities. Since attack rolls outnumber all other checks by an order of magnitude or two,
Expertise will improve that character more than any other feat. That's why optimizers study combat so much, because in most games, that's most of the die rolls. Outside of combat, once I have my framework of abilities, ingenuity and role play will have a bigger impact on group success than any feat.
Back to opportunity costs. If outside combat, a feat that marginally improves my skill checks is not as effective as a good scheme or good character interaction, then giving up that non-combat feat is not much of a loss. In contrast, clever scheming in combat quickly plateaus in value, as there is only so much terrain and so many combinations of powers available, and in that case, bonuses help more.
If skill challenges worked better in practice, there would be more incentive to
"game the numbers" outside of combat. But combat
is a numbers game.
Keterys said:
Not taking it once it's +2 attack is most likely either being stubborn (well, it's broken so I won't take it - actually it doesn't even fit my RP concept to hit more often so there's no way I could take it), uninformed (What feat? Oh, haven't seen that), foolish (huh, +2 attack is no big deal, why would I want to hit more, I enjoy complaining about missing), or crazy (Yah, man, can't take expertise man, cause then the man is gonna know what I'm doing yeah, can't let that happen, yeah). Of the 9 feats someone has at 16th, I'd be surprised if even two of them are better than it. Even completely support-focused Leaders have to hit a lot of the time.
I think
Keterys is absolutely correct here. Optimizers will take
Expertise low to mid heroic, and everyone will take it by mid-paragon.
Cailte said:
However taking this feat necassarily limits your other options by a single feat (as does taking any other feat) and that might not be enough of a difference.
I think once most characters have 3-4 feats under their belt, they will be hard pressed to find anything nearly as good as
Expertise.
Fedifensor said:
4E can be used for many things. However, as evidenced both by published modules and the guidelines for LFR module creation, 4E is primarily a combat game. Heck, the LFR guidelines recommend a minimum of two combats in a four hour module - with the average being 3 to 4. Trust me, I like feats like Skill Training...but it's not going to come up nearly as often as that +1 or more to hit.
Every D&D campaign I've ever been in, no matter how much roleplaying was going on, has turned on the meat of combat. D&D is distinguished by being very combat centered. For pure roleplayers, there are much more appropriate games than D&D.
Fedifensor said:
If the math behind the progression is problematic, then the module will have a different difficulty than is intended...and a feat (which by its nature is optional) is not the way to fix this problem.
Preach it, brother!
Mengu said:
But by the time you are thinking about nimble blade, you're simply better off with weapon expertise.
I've heard some claim that
Nimble Blade is too good, and
Expertise is
way better.
Mengu said:
I think however much you want to resist, this feat is just a matter of "when" you want your +1 (or +2).
This is exactly right.
Iron Sky said:
What about changing it so it only effects encounter and daily powers (which is what I originally thought it was anyway)?
The problem with that, I think, is that as tier rises, combats last many more rounds, and at-wills become a more significant fraction of your total damage output. If it only applies to encounters and dailies, the gap effectively remains.
grickherder said:
My opinion is that if it's not first or second in the majority of the builds, it's not a must have/broken/disguised patch. Because if it's 3rd, or 5th or 8th or whatever, that's an awful lot of feats that beat it out.
It's not that those other feats are better than
Expertise, it's that they're necessary for the character concept to function adequately. For example, because I am making an axe throwing dwarven ranger, I
need Quick Draw to throw multiple axes and switch more easily between battle axe and hand axe. Because my group initially lacked a rogue, I
needed to take
Sneak of Shadows.
If almost every character should have it by 6th level, regardless of their build type, then that's certainly a problem. If almost every character ought to have it by 16th, that may or may not be.
grickherder said:
Another thing to remember is that feats are tied to concept....And since I want to paragon multiclass, I need to take my 6th, 8th and 10th level feats as power swap feats.
Paragon multi-classing is considered sub-par for exactly this reason: it takes up
way too many feats. Almost no one will
Paragon Multi-class instead of taking a
Paragon Path.
If
Paragon Multi-Classing is really as bad as they say it is
(and I haven't found a PMC build I like yet), then you're essentially arguing that your proposed awful character build has no use for
Expertise, and we'd agree.
Smeelbo