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Chance to hit decreases as you level
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<blockquote data-quote="Lakoda" data-source="post: 4653344" data-attributes="member: 76039"><p>You can't argue with getting a lot more options as you level and that you can increase your changes to hit with side effects of powers and/or utilities, but I do not find this an acceptable solution. Why should my players have to take utilities that increase chances to hit just to be viable? They may want to take different ones and should not be penalized or that. Besides, shouldn't those utilities be something special that brings the targets above and beyond what is average instead of being a requirement of sticking to the bell curve? This does not make a player feel as though their character is special.</p><p></p><p>I'm too lazy to find who said CA should help, but I wanted to comment on that. CA is something you have available at level 1. Yes it is easier to control the battlefield at higher levels but that usually requires hitting the monster. All in all, CA (in my mind) is a static bonus across all levels.</p><p></p><p>I especially have issue with any argument that uses increased damage as a justification for a decreasing chance to hit ... a monster's HP are also increases so without the increase to damage you'd not only hit less but also hit for a smaller % of their total.</p><p></p><p>Yes my rogue friend made her choice but I'm not looking to make her as good at melee basic attacks as a STR rogue, but not completely remove that option from her as the CHA rogue does. I like my players to be able to attempt anything they want, they may be poor at it but at least they have a realistic shot (something slightly better then a snows throw in hell). A CHA rogue does NOT have a chance at any level to realistically land a melee basic attack (nat 20 aside). To me, that is not acceptable. Plus, my warlord didn't get to choose the classes of his party, he is stuck trying to work within a system that make him dependant on other players, so not only does the rogues choice affect her it also affects the warlord.</p><p></p><p> This is just wrong, at level two, their tactics are great. They use CA a lot but that does not offset the fact that the warlord is granting attacks to someone who just can't make them as it stands. It is not the systems fault, but the system is broken in this regard.</p><p></p><p> I never said they don't hit enough, I was using the numbers to try and explain my beef with BMA. I don't know how paragon or epic characters will pan out, I have yet to play one or run a group that high. The disparity between low and high heroic is still small enough that it masked by the random nature of a d20 (at least I haven't found a problem yet - other then with BMA that is).</p><p></p><p> If you are trying to show that your to hit increases by almost 1 per level and it does not. Not even close. Assuming you increase your main stat at every chance and normal magic weapon improvements you only get 6 magic item increases and 4 stat increases. That's 1/3 of the increases needed to keep up with the monster defenses.</p></blockquote><p></p>
[QUOTE="Lakoda, post: 4653344, member: 76039"] You can't argue with getting a lot more options as you level and that you can increase your changes to hit with side effects of powers and/or utilities, but I do not find this an acceptable solution. Why should my players have to take utilities that increase chances to hit just to be viable? They may want to take different ones and should not be penalized or that. Besides, shouldn't those utilities be something special that brings the targets above and beyond what is average instead of being a requirement of sticking to the bell curve? This does not make a player feel as though their character is special. I'm too lazy to find who said CA should help, but I wanted to comment on that. CA is something you have available at level 1. Yes it is easier to control the battlefield at higher levels but that usually requires hitting the monster. All in all, CA (in my mind) is a static bonus across all levels. I especially have issue with any argument that uses increased damage as a justification for a decreasing chance to hit ... a monster's HP are also increases so without the increase to damage you'd not only hit less but also hit for a smaller % of their total. Yes my rogue friend made her choice but I'm not looking to make her as good at melee basic attacks as a STR rogue, but not completely remove that option from her as the CHA rogue does. I like my players to be able to attempt anything they want, they may be poor at it but at least they have a realistic shot (something slightly better then a snows throw in hell). A CHA rogue does NOT have a chance at any level to realistically land a melee basic attack (nat 20 aside). To me, that is not acceptable. Plus, my warlord didn't get to choose the classes of his party, he is stuck trying to work within a system that make him dependant on other players, so not only does the rogues choice affect her it also affects the warlord. This is just wrong, at level two, their tactics are great. They use CA a lot but that does not offset the fact that the warlord is granting attacks to someone who just can't make them as it stands. It is not the systems fault, but the system is broken in this regard. I never said they don't hit enough, I was using the numbers to try and explain my beef with BMA. I don't know how paragon or epic characters will pan out, I have yet to play one or run a group that high. The disparity between low and high heroic is still small enough that it masked by the random nature of a d20 (at least I haven't found a problem yet - other then with BMA that is). If you are trying to show that your to hit increases by almost 1 per level and it does not. Not even close. Assuming you increase your main stat at every chance and normal magic weapon improvements you only get 6 magic item increases and 4 stat increases. That's 1/3 of the increases needed to keep up with the monster defenses. [/QUOTE]
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