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<blockquote data-quote="Wulf Ratbane" data-source="post: 5167687" data-attributes="member: 94"><p>Ehh... I think it's ok. Are there a lot of broken archer builds on char op forums? There's no question it's awesome at low levels and almost all the way through the typical "sweet spot" play. Power Attack will eventually outstrip it.</p><p></p><p></p><p></p><p>TB has changed that math. But it should be a lot harder to get a great DEX&STR build than it is to get a great STR-only build. TB characters simply should not have access to the same kind of magic item customization as the 3e default. Nip those crazy builds in the bud at the DM level.</p><p></p><p></p><p></p><p>Definitely true. As GlassJaw noted as well, Power Attack is not only "too good" but it's also damn near indispensable if you want your fighter to maintain any kind of parity at high levels. </p><p></p><p></p><p></p><p>Well, that's easily handled. You can write that fix into the feat.</p><p></p><p></p><p></p><p>Also true. My concern with the feat isn't that you'll see Barbarians dishing out huge amounts of damage. I <em>want</em> to see Barbarians dishing out huge amounts of damage. </p><p></p><p>As in, "That's ok, egghead, you save that <em>disintegrate </em>for later, I'll drop this sucker the old fashioned way."</p><p></p><p>That would be a design <em>feature</em>.</p><p></p><p><strong>Note well</strong> the Attack Exploits on TB page 103. At one time, indeed, I had included a "bonus attack" exploit that was patterned after Rapid Strike; in fact my earlier work <em>Mythic Heroes</em> may still include that one. I do tend to think it's too good. In the end we added one instead that mimics Cleave, which in the long run is a lot more important to game balance (for reasons related to Lanchester, the principle of concentrated fire, and the economy of actions).</p><p></p><p>Remember that as you go up in Level/CR, the fighters will usually start hitting their foes more often, to the point of a foregone conclusion. The game really moves away from the drama of, "Will you hit or not?" to the drama of, "Why won't this thing die already?" and "If we don't kill this thing <em>right now</em>, it's going to use its breath weapon/gaze/spells/instant-death ability again!"</p><p></p><p>So backing up to TWF. It's definitely better than 3e TWF, which was already in an inferior position to THF in 3e. TB gives TWF a serious boost, and if you're not doing other things to curtail the ability for players to make super twinky builds, it can be broken. I would not, for example, make it easy for the TWF player to customize his weapons, add two different stat boosters (STR and DEX), customize the best armor for his build (mithril breastplate for example) and so on.</p><p></p><p>You can wipe out most of the crazy char op builds by sensibly restoring the power to the DM, which, by the way, Trailblazer recommends on <strong>page 1.</strong></p><p></p><p>My parting question for Black Kestrel is: Why do you want to give the other fighters a third attack? What problem, specifically, are you trying to fix?</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 5167687, member: 94"] Ehh... I think it's ok. Are there a lot of broken archer builds on char op forums? There's no question it's awesome at low levels and almost all the way through the typical "sweet spot" play. Power Attack will eventually outstrip it. TB has changed that math. But it should be a lot harder to get a great DEX&STR build than it is to get a great STR-only build. TB characters simply should not have access to the same kind of magic item customization as the 3e default. Nip those crazy builds in the bud at the DM level. Definitely true. As GlassJaw noted as well, Power Attack is not only "too good" but it's also damn near indispensable if you want your fighter to maintain any kind of parity at high levels. Well, that's easily handled. You can write that fix into the feat. Also true. My concern with the feat isn't that you'll see Barbarians dishing out huge amounts of damage. I [i]want[/i] to see Barbarians dishing out huge amounts of damage. As in, "That's ok, egghead, you save that [I]disintegrate [/I]for later, I'll drop this sucker the old fashioned way." That would be a design [I]feature[/I]. [B]Note well[/B] the Attack Exploits on TB page 103. At one time, indeed, I had included a "bonus attack" exploit that was patterned after Rapid Strike; in fact my earlier work [I]Mythic Heroes[/I] may still include that one. I do tend to think it's too good. In the end we added one instead that mimics Cleave, which in the long run is a lot more important to game balance (for reasons related to Lanchester, the principle of concentrated fire, and the economy of actions). Remember that as you go up in Level/CR, the fighters will usually start hitting their foes more often, to the point of a foregone conclusion. The game really moves away from the drama of, "Will you hit or not?" to the drama of, "Why won't this thing die already?" and "If we don't kill this thing [I]right now[/I], it's going to use its breath weapon/gaze/spells/instant-death ability again!" So backing up to TWF. It's definitely better than 3e TWF, which was already in an inferior position to THF in 3e. TB gives TWF a serious boost, and if you're not doing other things to curtail the ability for players to make super twinky builds, it can be broken. I would not, for example, make it easy for the TWF player to customize his weapons, add two different stat boosters (STR and DEX), customize the best armor for his build (mithril breastplate for example) and so on. You can wipe out most of the crazy char op builds by sensibly restoring the power to the DM, which, by the way, Trailblazer recommends on [B]page 1.[/B] My parting question for Black Kestrel is: Why do you want to give the other fighters a third attack? What problem, specifically, are you trying to fix? [/QUOTE]
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