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General Tabletop Discussion
*Pathfinder & Starfinder
Avenger, the headache class?
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<blockquote data-quote="Orcus Porkus" data-source="post: 4913084" data-attributes="member: 76022"><p>You all make great points.</p><p></p><p>What I've noticed in general after playing D&D again for one year is this:</p><p></p><p>All powers, feats, class abilities, paragon path features etc can be divided into two groups:</p><p></p><p>Group A: Grants a benefit that applies either all the time, or exactly when the player needs it and wants to use it, or where it's in his power to increase the chance of them coming into effect. Examples: Weapon Expertise, Powerful Charge, Weapon Focus, Rampage.</p><p></p><p>Group B: Some really interesting benefits, but the player has to wait for either DM or player actions to make them really useful, or where it's a more or less random incident without him getting a chance to influence the likelihood of the event taking place. Examples: Avenger features, daily item powers that depend on triggers like being bloodied.</p><p></p><p>Of course there is a grey zone, like with everything. My point is that from an optimization viewpoint Group A abilities are generally preferrable. Take rampage for example as something that's kind of in a grey zone. By actively working on getting more attacks and increasing the crit range, the player has a chance just on his own to improve the feature. Whenever monster actions or ally actions come into play, he can end up finding a feature completely useless because it just never happens that other conscious beings do what you need them to do at the right time.</p><p></p><p>Perhaps this is a bit too theoretical, but when I'm creating characters I'm guided by this divide.</p></blockquote><p></p>
[QUOTE="Orcus Porkus, post: 4913084, member: 76022"] You all make great points. What I've noticed in general after playing D&D again for one year is this: All powers, feats, class abilities, paragon path features etc can be divided into two groups: Group A: Grants a benefit that applies either all the time, or exactly when the player needs it and wants to use it, or where it's in his power to increase the chance of them coming into effect. Examples: Weapon Expertise, Powerful Charge, Weapon Focus, Rampage. Group B: Some really interesting benefits, but the player has to wait for either DM or player actions to make them really useful, or where it's a more or less random incident without him getting a chance to influence the likelihood of the event taking place. Examples: Avenger features, daily item powers that depend on triggers like being bloodied. Of course there is a grey zone, like with everything. My point is that from an optimization viewpoint Group A abilities are generally preferrable. Take rampage for example as something that's kind of in a grey zone. By actively working on getting more attacks and increasing the crit range, the player has a chance just on his own to improve the feature. Whenever monster actions or ally actions come into play, he can end up finding a feature completely useless because it just never happens that other conscious beings do what you need them to do at the right time. Perhaps this is a bit too theoretical, but when I'm creating characters I'm guided by this divide. [/QUOTE]
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Avenger, the headache class?
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