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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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<blockquote data-quote="Cadfan" data-source="post: 4269647" data-attributes="member: 40961"><p>Random replies to people:</p><p></p><p>1. Standing up from prone provokes an Opportunity Attack now, I believe. That's in favor of Command, because in a way knocking someone prone is the same as granting a free basic attack to everyone nearby. Not that I'm bashing Daunting Light, mind you, its also good.</p><p></p><p>2. When calculating the advantage of a to hit bonus, what really matters is expected damage output after compared to before. Expected damage output is [chance of hitting] times [average damage per hit]. So, [chance of hitting after bonus] x [average damage per hit] divided by [chance of hitting before bonus] x [average damage to hit] simplifies out to [chance of hitting after] x [chance of hitting before]. For an increase of +5%, you essentially get [X+.05]/X. This means that a .05 boost to chance to hit increases your damage by more than .05, always.</p><p></p><p>3. Looking at Helium3's list, I wouldn't necessarily dump Cha. But I might drop it to a 13, and boost it at level 4. It all depends on just how good those powers which grant extra bonuses from Cha turn out to be.</p><p></p><p>4. I'm noticing that the biggest difference between people who find the feat list constraining and people who do not, is whether they find feats like Improved Initiative, Toughness, and Skill Training to be worthless. Its the PHB, by its nature the feats in it will contain a significant amount of generic choices, especially at the heroic tier. That doesn't make them worthless. In fact, I kind of appreciate it a bit- I like the idea of heroic tier letting you take the time to invest in basic feats, without worrying that you're going to gimp your character. Near the end of 3e, there were so many must-have combat-power boosting feats that even if a feat like Skill Training: Stealth had existed, it would have been very difficult to justify taking it. The game may end up that way in the longterm, but I like playing in a game where taking Quickdraw because your character likes to throw a dagger in the first round of the fight is a worthwhile idea.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4269647, member: 40961"] Random replies to people: 1. Standing up from prone provokes an Opportunity Attack now, I believe. That's in favor of Command, because in a way knocking someone prone is the same as granting a free basic attack to everyone nearby. Not that I'm bashing Daunting Light, mind you, its also good. 2. When calculating the advantage of a to hit bonus, what really matters is expected damage output after compared to before. Expected damage output is [chance of hitting] times [average damage per hit]. So, [chance of hitting after bonus] x [average damage per hit] divided by [chance of hitting before bonus] x [average damage to hit] simplifies out to [chance of hitting after] x [chance of hitting before]. For an increase of +5%, you essentially get [X+.05]/X. This means that a .05 boost to chance to hit increases your damage by more than .05, always. 3. Looking at Helium3's list, I wouldn't necessarily dump Cha. But I might drop it to a 13, and boost it at level 4. It all depends on just how good those powers which grant extra bonuses from Cha turn out to be. 4. I'm noticing that the biggest difference between people who find the feat list constraining and people who do not, is whether they find feats like Improved Initiative, Toughness, and Skill Training to be worthless. Its the PHB, by its nature the feats in it will contain a significant amount of generic choices, especially at the heroic tier. That doesn't make them worthless. In fact, I kind of appreciate it a bit- I like the idea of heroic tier letting you take the time to invest in basic feats, without worrying that you're going to gimp your character. Near the end of 3e, there were so many must-have combat-power boosting feats that even if a feat like Skill Training: Stealth had existed, it would have been very difficult to justify taking it. The game may end up that way in the longterm, but I like playing in a game where taking Quickdraw because your character likes to throw a dagger in the first round of the fight is a worthwhile idea. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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