I will play Expertise as written, and see what happens.
WalterKovacs said:
Are you honestly suggesting that an errata that applies to nearly every monster (except for those level 1 through 4 basically) is really cleaner? Would new monsters have the errata built or would it use the old math and just have the DM always cut the defenses in all situations.
Yes, that is exactly what some are suggesting:
Proposed Monster Manual Errata:
Tier Gap Penalty: For monsters between levels 5 and 14, reduce all their defenses by 1. This penalty increases to -2 for levels 15-24, and -3 for monsters 25th level or higher.
That's it: two sentences, easily remembered, easily applied
on the fly, problem solved. Without essentially requiring all characters to take a feat, or for some builds, multiple feats.
WalterKovacs said:
An errata to give the PCs a boost to their attack at each level ending in 5 would be another example that would be a lot easier. It's easier to change a character sheet than a monster stat block.
As you say, probably a better choice, although not identical in consequence.
grickherder said:
This is so less of an issue in 4th edition than it is in previous editions. In 4e you design encounters for the group.
You may be right. It may be the case that the 1/2 level bonuses to attacks, defenses, and checks is just enough to keep almost all characters in play, as long as they don't make totally stupid choices. After all, a major design goal of 4E is that it be accessable and playable by a broad variety of players, many of whom will not have a solid grasp of probabilities and their consequences.
Please note, I am
not saying that some people on this board do not grasp probabilities, but that 4E, in order to accomodate a broader audience, wants to be robust enough to withstand a variety of decision making styles. I can't say whether they've succeeded or not. This argument over
Expertise illuminates this question.
grickherder said:
3.x definitely had some problems where one character could be so amazing and another so terrible that you couldn't challenge one withou killing the others. With the advent of roles and the inability for a party to function as a bunch of individuals who don't work together, 4e has pretty much solved this problem.
This difference between 4E and 3.X is day and night, and one reason I have been converted to the 4E gospel. However, I don't think it's clear yet that 4E is really as robust as
Hasbro claims, and as new powers and combinations enter the game, it will become increasingly untrue.
grickherder said:
I can give you lots of examples where I definitely won't be taking expertise at level 1. My assessment of expertise is that I can see myself taking it with most builds by level 15 or level 25. As I've said before, something I take more than half way through a characters advancement cycle is hardly the best thing ever.
Most of my character concepts appear to require 2-3 capability feats, then they want feats that improve what their capabilities do. Since attacking is what most characters do, I see taking
Expertise around 6th level. That may be a problem, if it's the first general combat improvement feat that almost everyone takes.
WalterKovacs said:
With a 16, a player can take steps to increase their accuracy, like taking a weapon with bonus to proficiency.
I sure hope you're correct, because I am a big fan of flexibility over focus. Many of my initial character concepts involve 16 stats, and I feel that if D&D 4E can't stand 16s, the game is flawed.
WalterKovacs said:
Feats aren't really that scarce, but they are scarce enough for people to complain about feat taxes.
I wish I could have a feat every level. I can
never have enough feats.
WalterKovacs said:
More to the point though. If a player is playing a sub-optimal character because of concept/flavor reasons, they are probably going to be frustrated by being ineffective against monsters, but are unlikely to be frustrated that their suboptimal character is suboptimal compared to an optimized character. If they were actually that upset ... they'd likely be trying to do things to optimize their character and close the gap, etc ... in which case there wouldn't be a problem.
This is why
every character I design has two engines: combat and roleplay
(mostly skills). I optimize the combat engine well enough to support the roleplay engine, and the result is a balanced, playable character. My combat engine will always select
Expertise as soon as practical.
MLund said:
A flat bonus to your At-Will spam attacks, however, isn't something this Feat really needed to do, IMO.
On the contrary, as level rises, combats last more rounds, and at-wills become a larger portion of your damage output. This is a big reason powers that activate on a critical hit become more attractive as level rises.
Bayuer said:
Like someone wrote on WoTC forums. Make Masterwork Weapons and add them +x to hit (+1 on magic weapn +2, +2 on magic weapon +4, and +3 on magic weapon +6 or so).
Another intriguing option, but probably too much hassle, if, like armor, there are a variety of such materials.
AngryPurpleCyclops said:
This really bothers me. I'm a business owner so I understand the economic realities but power creep as a sales tool destroys the game. It's really awful if PHB1 classes are made obsolete by future releases. The ability to retrain feats and powers could also be a slightly underhanded way of tempting players to buy splat books and "power up" their existing pc's.
While it bothers me too, I see absolutely no way around it. Even if some of the developers refuse to admit it to themselves, power creep as marketing will continue, unless management takes a strong stand against it, and I deem that unlikely under
Hasbro.
I think 4E will eventually follow the
Magic Type II model, where older material automatically
"ages" out of the system as new material is introduced. That way, the number of character options remains roughly constant, and more importantly, the number of combinations will remain constant. Old power-creep powers and combinations will leave the system, new ones will be introduced, all the while allowing
Hasbro to constantly sell new material without breaking the game. It works for
Magic, and it will probably work for 4E.
AngryPurpleCyclops said:
The verbiage "must have" is simply too ambiguous for this forum in this circumstance because it leaves too much room for interpretation.
Exactly. Some strong optimizers argue that
Expertise will be almost always taken at 1st level, and if true, I think we'd all agree it's broken. Others, like me, believe it will be almost always be taken around 6th level, and think it may be broken. Still others conclude that
Expertise will be effectively mandatory at 16th level, but disagree on how bad this is.
AngryPurpleCyclops said:
The more intellectually honest question is something like this: if I'm trying to optimize my pc for combat how many feats could I justify taking before this.
I believe the answer is three, including capability feats, such as
Quick Draw and
Multiclassing, which your character concept may require to work mechanically.
AngryPurpleCyclops said:
There's a problem with a feat that is better or equal than others in 100% of the possible situations AND it's easier to take (no prereqs) AND it stacks. You can't make any valid argument to support taking nimble blade before this and nimble blade has a pre req and 2 conditions to gain it's benefit. Precise hunter? combat reflexes?
Exactly.
Fedifensor said:
Anyone who compares Weapon Expertise to Nimble Blade can see that balance is out of whack...and Nimble Blade is (or was) considered a 5-star feat for rogues.
Yes, exactly what
is the counter argument to that? If there is none, then
Expertise is too good.
Fedifensor said:
If we're going to play "imagine this scenario", let me offer a counterexample.
The group of players are going through a published module, and having a difficult time with it. Then, the PHB 2 comes out, and most of the group uses the retraining rules to take Weapon Expertise or Implement Expertise. With this new option, they have an easier time, and feel more useful. Great, right?
However, in the process, one character drops a Skill Training feat, even though it was appropriate for his character. The swordmage still misses too often with his implement powers, because he could only swap out one feat with retraining. The dragonborn misses too often with his Dragon Breath, and has no way of correcting this deficit. Finally, one player feels that retraining is silly, and therefore won't take the feat for his character until a new feat slot becomes available.
In short, while the group is better off from this new feat, there is a disproportionate hardship from taking that feat depending on the character (and the player). Some are sacrificing character conception, some have to pay more for the same value, some have marginalized abilities because there is no balancing feat for them, and one is marginalized because he won't rewrite his character to add in the feat. Suddenly, some people aren't feeling like they're contributing their fair share to the group, through no fault of their own. How is this situation better than simply fixing the core problem, which is the scaling issue?
This is a
very good counter-example.
AngryPurpleCyclops said:
Everything is more homogeneous in 4e so far because we haven't had the power creep and broken combos that inevitably surface once 20 splat books are released. Don't be surprised if this changes. Bloodmage combos already had to be errata'd for instance. You're deceiving yourself that this isn't still a problem.
Which is why, probably 2-3 years from now, older material will start
"aging" out of 4E, like older blocks
"age" out of
Magic.
grickherder said:
My proposal for an alternative to expertise is an errata to the encounter design section of the DMG so that it discourages high defense monsters, solo soldier encounters and monsters of 7 levels higher than the party, effectively making it easier for the PCs to hit without the need for spending a feat on it.
That's certainly a clear alternative. I am not sure how viable it is, I don't have enough experience DMing 4E to judge for myself.
Cailte said:
it just supports the idea that WotC really didn't understand the implementation of their own game fully when they wrote the final print and released the books.
I'll second that. In my experience, the players of a game devote
far more resources to understanding the mechanics of a game and their consequences than the publishers do. Further, non-mechanical considerations, such as deadlines, budgets, and marketing, tend to dominate decision making, as you would expect in a business. Quality is almost never
Job #1.
AngryPurpleCyclops said:
Power gamers are actually the best play testers since they are vastly more likely to search out broken combo's, undercosted, overcosted, etc. This works for CCG players as well.
Hasbro's best work is with CCGs, and they have and will continue to bring that experience to bear upon 4E.
AngryPurpleCyclops said:
My supposition is that the game was designed to have a 16 ability score in the primary stat (before racial mods).
That this was their intention was immediately clear to me upon my very first reading of the PHB, when I read
Generating Ability Scores, Method 1: Standard Array. Currently, my favorite starting array is 16, 16, 12, 12, 10, 8, and I sure hope 16s are playable.
My conclusion about
Expertise is that I am going to play it as written, and see what happens. Both of my active characters will take
Expertise when they hit 6th level.
Smeelbo