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General Tabletop Discussion
*Pathfinder & Starfinder
Best Two Combat Feats for a Level 1 Human Rogue?
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<blockquote data-quote="jgsugden" data-source="post: 1328105" data-attributes="member: 2629"><p>Something I mentioned about II that I think I should expound upon:</p><p></p><p>Improved Initiative is less useful for rogues because they already have a high dexterity (and thus a high initiative modifier). </p><p></p><p>As an example, Bob has a dex of 11 and Tim has a dex of 10. Out of 400 possible dice combinations for their initiative rolls, Bob will go first in 210 of the 400 combinations (52.5%). If Bob gains improved initiative, he'll go first in 280 of the 400 combinations (70%). </p><p></p><p>If Bob instead started with an 19 dexterity and Tim was still at his 10 dexterity to begin, without improved initiative Bob would go first in 280 of the 400 combinations (70%). With improved initiative, Bob would go first in 334 of the 400 combinations (83.5%).</p><p></p><p>If Bob started with a dex of 11, his improvement in the times he goes first will rise from 52.5% to 70% - an increase of 17.5 times out of 100. If he started out with a 19 dex, his increase is from 70% to 83.5% - an increase of only 13.5 times in 100.</p><p></p><p>If Bob started out with a 35 dex (halfling rogue, 19 base dex, +6 enhancement, +5 inherent, +5 raises), he'd go first in 372 of the 400 combinations (93%). II would only increase that to 98.5% - a 5.5% increase - an event that will take effect in roughly 1 in 20 battles ... or less often than 1/level (if you follow the 13 encounters per level suggestions in the DMG).</p><p></p><p>Going first is very nice, but if you plan to have a very high dex in higher levels, the benefit of II begins to fade away as you advance. You end up with a wizard/sleep problem: It may be useful early on, but as you advance in experience, it becomes less and less useful.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1328105, member: 2629"] Something I mentioned about II that I think I should expound upon: Improved Initiative is less useful for rogues because they already have a high dexterity (and thus a high initiative modifier). As an example, Bob has a dex of 11 and Tim has a dex of 10. Out of 400 possible dice combinations for their initiative rolls, Bob will go first in 210 of the 400 combinations (52.5%). If Bob gains improved initiative, he'll go first in 280 of the 400 combinations (70%). If Bob instead started with an 19 dexterity and Tim was still at his 10 dexterity to begin, without improved initiative Bob would go first in 280 of the 400 combinations (70%). With improved initiative, Bob would go first in 334 of the 400 combinations (83.5%). If Bob started with a dex of 11, his improvement in the times he goes first will rise from 52.5% to 70% - an increase of 17.5 times out of 100. If he started out with a 19 dex, his increase is from 70% to 83.5% - an increase of only 13.5 times in 100. If Bob started out with a 35 dex (halfling rogue, 19 base dex, +6 enhancement, +5 inherent, +5 raises), he'd go first in 372 of the 400 combinations (93%). II would only increase that to 98.5% - a 5.5% increase - an event that will take effect in roughly 1 in 20 battles ... or less often than 1/level (if you follow the 13 encounters per level suggestions in the DMG). Going first is very nice, but if you plan to have a very high dex in higher levels, the benefit of II begins to fade away as you advance. You end up with a wizard/sleep problem: It may be useful early on, but as you advance in experience, it becomes less and less useful. [/QUOTE]
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Best Two Combat Feats for a Level 1 Human Rogue?
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