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<blockquote data-quote="Danceofmasks" data-source="post: 4520060" data-attributes="member: 70765"><p>I must disagree with you there.</p><p>Your enemies' defenses go up by +1 every level.</p><p>If you build for offence, you have to keep it up, or fail ... 'cos your offence cost you more.</p><p>4e is a built around linear progression .. there is <em>no diminishing return</em>.</p><p> </p><p>However, once again, such factors as initiative and perception are <em>nowhere near</em> as important as a primary.</p><p>You can invest in feats and equipment that will give up a hefty, in the +10 range, to either of those.</p><p>In other words, if your primary cost you a couple of points of those, it's meh.</p><p>An optimised party shouldn't be susceptible to surprise ... you shouldn't get jumped more than once per day, and that 20/16 ranger uses crucial advice? That's the end of that.</p><p>You roll initiative once in combat. Once. It doesn't give you more actions.</p><p>By felling an opponent, you beat any initiative monkey at action economy.</p><p> </p><p>This isn't 3e ... surprise/initiative is king in 3e ... 'cos that first maximized fireball or partial charge/full attack with +sneak ... or invis/dominate ... 4e is a game of attrition.</p><p>Apart from orb wizards and some other rare cheese, it isn't a nukefest.</p><p> </p><p>What's more, you choose actions and tactics to shore up your weaknesses.</p><p>If you think the party's greatest weakness is initiative+dominate, then have the wizard scorching burst at max range as you walk.</p><p> </p><p>Seriously you can't ask the <em>entire party</em> to build for extra will saves, and your foe will pick the target with a weak will.</p><p>Now you may say it's guesswork, but if you're gimping offence, you're giving them many more extra rolls with which to do so.</p></blockquote><p></p>
[QUOTE="Danceofmasks, post: 4520060, member: 70765"] I must disagree with you there. Your enemies' defenses go up by +1 every level. If you build for offence, you have to keep it up, or fail ... 'cos your offence cost you more. 4e is a built around linear progression .. there is [I]no diminishing return[/I]. However, once again, such factors as initiative and perception are [I]nowhere near[/I] as important as a primary. You can invest in feats and equipment that will give up a hefty, in the +10 range, to either of those. In other words, if your primary cost you a couple of points of those, it's meh. An optimised party shouldn't be susceptible to surprise ... you shouldn't get jumped more than once per day, and that 20/16 ranger uses crucial advice? That's the end of that. You roll initiative once in combat. Once. It doesn't give you more actions. By felling an opponent, you beat any initiative monkey at action economy. This isn't 3e ... surprise/initiative is king in 3e ... 'cos that first maximized fireball or partial charge/full attack with +sneak ... or invis/dominate ... 4e is a game of attrition. Apart from orb wizards and some other rare cheese, it isn't a nukefest. What's more, you choose actions and tactics to shore up your weaknesses. If you think the party's greatest weakness is initiative+dominate, then have the wizard scorching burst at max range as you walk. Seriously you can't ask the [I]entire party[/I] to build for extra will saves, and your foe will pick the target with a weak will. Now you may say it's guesswork, but if you're gimping offence, you're giving them many more extra rolls with which to do so. [/QUOTE]
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