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Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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<blockquote data-quote="Elric" data-source="post: 4743749" data-attributes="member: 1139"><p>I think this is backwards, actually. Many characters who get third +1 attribute boost at 4/8 levels will end up using it on an attribute that doesn't add to many relevant abilities, but does provide a bonus to your weak FRW. By comparison, a Paladin might take advantage of this change to become a Str/Wis/Cha booster, which enables him to take use all of his powers without losing his secondaries and Lay on Hands ability (if he skipped boosting Wisdom). </p><p></p><p>The Paladin is gaining more from this change than, say, the Brutal Scoundrel Rogue who boosts Wisdom so that his Will defense doesn't lag so much. Now, he will have a low Ref despite this rules change, but it will be because he has other benefits he finds more worthwhile- and even taking Lightning Reflexes helps make up most of the gap from not boosting Dex (and with the +1 at levels 5/15/25, his Ref defense will likely be high enough that monsters don't hit him on a 2 even with the +2 from Lightning Reflexes).</p><p></p><p>Other nice effects include: it fixes the terrible scaling for AC of a Bear Shaman or Con/Cha Warlock who doesn't use Heavy Armor; now these characters can boost Int/Dex and have low, but reasonably scaling, AC. It also makes feats easier to qualify for, which could occasionally cause problems, but in general makes it less important to plan from level 1 for all of the feats you'll eventually want to take.</p><p></p><p><strong>Edit</strong>- If you haven't discussed this topic before, you might not have seen this calculation, so here's the basic math underlying this thread:</p><p></p><p>Over 29 levels, from a starting level 1 character (with no magic items) to level 30:</p><p>To-hit, AC, and Fort/Reflex/Will gain +21 from levels/enhancement bonuses.</p><p></p><p>Assume you split your stat boosts to two stats that add to different FRW defenses. One of these stats is your primary attack stat. If you wear light armor, one of these stats boosts AC.</p><p></p><p>AC gains +6 more: either +6 from Masterwork Heavy Armor, or +2 from MW Light Armor and +4 from increases to an ability score which adds to AC.</p><p>To-hit and your two strong FRWs gain +4 more from Primary/Secondary Attribute advancement</p><p>Your one weak FRW gains +1 from the ability score boosts at levels 11/21.</p><p></p><p>So AC gains +27, to-hit and your two strong FRWs gain +25, and your weak FRW gains +22.</p><p></p><p>Over these 29 levels, monsters gain +29 to their to-hit and to all defenses. Compared to the monsters, players lose 2 on AC, players lose 4 on to-hit and their two strong FRWs, and lose 7 on their weak FRW.</p><p></p><p>These numbers don't take into account powers, Paragon paths, Epic destinies, or feats. This is just the raw effect of levels, stat increases, and enhancement bonuses of magic items.</p></blockquote><p></p>
[QUOTE="Elric, post: 4743749, member: 1139"] I think this is backwards, actually. Many characters who get third +1 attribute boost at 4/8 levels will end up using it on an attribute that doesn't add to many relevant abilities, but does provide a bonus to your weak FRW. By comparison, a Paladin might take advantage of this change to become a Str/Wis/Cha booster, which enables him to take use all of his powers without losing his secondaries and Lay on Hands ability (if he skipped boosting Wisdom). The Paladin is gaining more from this change than, say, the Brutal Scoundrel Rogue who boosts Wisdom so that his Will defense doesn't lag so much. Now, he will have a low Ref despite this rules change, but it will be because he has other benefits he finds more worthwhile- and even taking Lightning Reflexes helps make up most of the gap from not boosting Dex (and with the +1 at levels 5/15/25, his Ref defense will likely be high enough that monsters don't hit him on a 2 even with the +2 from Lightning Reflexes). Other nice effects include: it fixes the terrible scaling for AC of a Bear Shaman or Con/Cha Warlock who doesn't use Heavy Armor; now these characters can boost Int/Dex and have low, but reasonably scaling, AC. It also makes feats easier to qualify for, which could occasionally cause problems, but in general makes it less important to plan from level 1 for all of the feats you'll eventually want to take. [B]Edit[/B]- If you haven't discussed this topic before, you might not have seen this calculation, so here's the basic math underlying this thread: Over 29 levels, from a starting level 1 character (with no magic items) to level 30: To-hit, AC, and Fort/Reflex/Will gain +21 from levels/enhancement bonuses. Assume you split your stat boosts to two stats that add to different FRW defenses. One of these stats is your primary attack stat. If you wear light armor, one of these stats boosts AC. AC gains +6 more: either +6 from Masterwork Heavy Armor, or +2 from MW Light Armor and +4 from increases to an ability score which adds to AC. To-hit and your two strong FRWs gain +4 more from Primary/Secondary Attribute advancement Your one weak FRW gains +1 from the ability score boosts at levels 11/21. So AC gains +27, to-hit and your two strong FRWs gain +25, and your weak FRW gains +22. Over these 29 levels, monsters gain +29 to their to-hit and to all defenses. Compared to the monsters, players lose 2 on AC, players lose 4 on to-hit and their two strong FRWs, and lose 7 on their weak FRW. These numbers don't take into account powers, Paragon paths, Epic destinies, or feats. This is just the raw effect of levels, stat increases, and enhancement bonuses of magic items. [/QUOTE]
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Alternatives to the feat-tax solution to to-hit and F/R/W defenses
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