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Does Expertise "Feat Tax" even matter?
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<blockquote data-quote="kenmarable" data-source="post: 5002166" data-attributes="member: 40359"><p>Yep, and from what I hear and can tell so far, 4e balances all that out to a great deal. Of course, it's a practically impossible task to completely eliminate the issue while still allowing a great deal of variation, but I really like how 4e has narrowed that gap between "shooting in the foot" and "completely outstripping the party". The power range from strongest PC to weakest doesn't feel as noticeable as before (and as better balanced 3.5 was over 2e, we definitely had some variation among PCs that was noticeable and did indeed impact the fun. With 4e nothing yet.).</p><p></p><p>In fact, because 4e does a good job of narrowing the power range, I would think there would be less proscribing "you have to take this combo or you're no good". For some reason, however, I see a heck of a lot more of that with 4e than I have with any previous edition. It's not statements like "combo X is great", but statements to the effect of "why the heck would anyone not use combo X?" or "every single PC of this class will automatically be this race with these feats". If it's much harder to shoot yourself in the foot with 4e, who cares if people don't take Expertise? Who cares is someone makes an illusionist that isn't a gnome? Maybe being "good enough" matters more than waving around a to-hit bonus that's bigger than everyone else's.</p><p></p><p>In my mind, Expertise is not a feat tax, because you don't <strong>*need*</strong> to take it. For various reasons*, in actual play experience the math gap probably isn't noticeable. And having a gnome illusionist or dragonborn illusionist probably isn't going to make the game noticeably any more or less fun.</p><p></p><p></p><p>* (That's a whole other discussion I might blog about or something. But at the very least many people who have played Epic have claimed to never have actually felt the math gap.)</p></blockquote><p></p>
[QUOTE="kenmarable, post: 5002166, member: 40359"] Yep, and from what I hear and can tell so far, 4e balances all that out to a great deal. Of course, it's a practically impossible task to completely eliminate the issue while still allowing a great deal of variation, but I really like how 4e has narrowed that gap between "shooting in the foot" and "completely outstripping the party". The power range from strongest PC to weakest doesn't feel as noticeable as before (and as better balanced 3.5 was over 2e, we definitely had some variation among PCs that was noticeable and did indeed impact the fun. With 4e nothing yet.). In fact, because 4e does a good job of narrowing the power range, I would think there would be less proscribing "you have to take this combo or you're no good". For some reason, however, I see a heck of a lot more of that with 4e than I have with any previous edition. It's not statements like "combo X is great", but statements to the effect of "why the heck would anyone not use combo X?" or "every single PC of this class will automatically be this race with these feats". If it's much harder to shoot yourself in the foot with 4e, who cares if people don't take Expertise? Who cares is someone makes an illusionist that isn't a gnome? Maybe being "good enough" matters more than waving around a to-hit bonus that's bigger than everyone else's. In my mind, Expertise is not a feat tax, because you don't [b]*need*[/b] to take it. For various reasons*, in actual play experience the math gap probably isn't noticeable. And having a gnome illusionist or dragonborn illusionist probably isn't going to make the game noticeably any more or less fun. * (That's a whole other discussion I might blog about or something. But at the very least many people who have played Epic have claimed to never have actually felt the math gap.) [/QUOTE]
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