No, but I believe it's the only +3 prof reach weapon right? Again, a corner case![]()
Which weapon are you talking about? The Whip, the Greatspear, or the Spiked Chained?
No, but I believe it's the only +3 prof reach weapon right? Again, a corner case![]()
r1: just to give an example that I happened to remember from thumbing through a copy of the Heroes blah blah Lands book, I think there was something like "staff expertise" for staff implement users that gave you the bonus to hit AND made it so that any time you cast a ranged or area spell with a staff, it did not provoke OAs. That's right: casting with a staff effectively doesn't provoke OAs anymore. That's pretty big. AND you get the bonus to hit, which is required for your character to hit things.
Ugh. Personally, I hate the whole system, and there is no easy way to fix it. At this point, I think it might be better to keep the +1/2/3 at levels 5/15/25 and then also give people a free expertise feat at level 1. The benefits wouldn't stack, but then people wouldn't be missing out on the new more powerful feats, either.
Gah! Super power creep? That's the equivalent of a level+3 magic cloth armor...that's crazy...now I see why WD wants them![]()
At this point, I think it might be better to keep the +1/2/3 at levels 5/15/25 and then also give people a free expertise feat at level 1. The benefits wouldn't stack, but then people wouldn't be missing out on the new more powerful feats, either.
+3 to hit is amazingly better than +2. A 5% chance to hit really is that huge. Power attack is a trap and no one should ever take it.
Every single + to hit is huge. It's more than a 5% chance to hit: it is a 5% chance to land effects, damage, etc. It's huge.
...
Also responding to some of the posts pages ago, I have no problem with characters level 1-4 having a higher chance to hit than levels 5-30. Giving people more chances to do cool stuff with low-level powers doesn't seem unbalanced to me, but rather more fun.
And finally, I would like to remind everyone that what we do on the PbP boards is probably necessarily a little unique from the D&D world at large, since what we do here is to play the game slightly differently. We don't have many average encounters. We have lots of high level encounters. This means that having a bonus to hit is even MORE important, since we're all a little "behind the curve" constantly because we're always fighting things above our level.
Why do people HAVE to have the "new more powerful feats"?
This sounds like an entitlement argument. The feats exist, so we need to give players a motivation to take them. Err, no, we don't. Either they take them, or they don't.
This sounds like an argument with little evidence to back up the position that PCs here are hurting to hit and need a power boost. I don't buy that. PCs here are already extremely powerful and efficient.
light blade gives extra damage if you have CA. The new expertise feats are good enough that most will take them eventually, but you can say the same for unarmored agility/leather proficiency and monks, avengers and wizards.Gah! Super power creep? That's the equivalent of a level+3 magic cloth armor...that's crazy...now I see why WD wants them![]()
Toughness may be debatable as a no-brainer, same with II, but yeah that's a pretty decent list.