Starfox
Hero
I liked Combat expertise in principle, though I hated almost every detail in how it worked in 3.x. I like that there is a defensive option players can take, and have been thinking how it could be transplanted into 4.0.
With these design principles, I ended up with this feat. It feels a bit overpowered as it is. Comments? The easiest power fix is to only make it give a bonus to AC, not to defenses. Perhaps to AC and Reflex defense?
Combat Expertise
Benefit: At the beginning of a round, you can choose to take on the weakened condition until the end of your turn. Doing this gives you a +2 bonus to AC and all defenses until the beginning of your next turn.
- For various reasons I don't want it to be an attack penalty like Power Attack, like it was in 3.x. I think giving an attack penalty would make it very boring - few things make you feel as pathetic as constant misses.
- I want it to give a significant drop in damage, especially burst damage.
- I don't want it to penalize your OAs. This is a feat geared at defenders; I don't want to reduce their stickiness.
- I never liked the Int prerequisite from 3.x and it doesn't make sese in 4E. I can't see any clear attribute prerequisite for 4E. I suppose Dexterity makes sense and links this to blades, which also kind of makes sense. But so far, I didn't give it any attribute prerequisite.
With these design principles, I ended up with this feat. It feels a bit overpowered as it is. Comments? The easiest power fix is to only make it give a bonus to AC, not to defenses. Perhaps to AC and Reflex defense?
Combat Expertise
Benefit: At the beginning of a round, you can choose to take on the weakened condition until the end of your turn. Doing this gives you a +2 bonus to AC and all defenses until the beginning of your next turn.