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Does Expertise "Feat Tax" even matter?
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<blockquote data-quote="ppaladin123" data-source="post: 5002515" data-attributes="member: 60923"><p>Yup. Unlike the pun-pun build you get this huge advantage (+6, +30% hit rate) simply by taking two feats; there are no system breaking munchkin shenanigans required. Should such a huge gap really exist in a balanced system? This is not a minor cosmetic change like a +1 bonus to damage or some tiny action point boon; this is giant hit to your effectiveness. This falls into the realm of harshly penalizing a player for having the temerity to play the wrong concept*. </p><p></p><p>If you care about being the (mechanically) best illusionist you can be then your race choice is obvious. If you designed your character to be, "bob the half-witted half-orc hedge wizard whose spells only work 1/3 of the time," then that's fine too. I personally have trouble though reconciling many heroic character concepts with the mechanical reality of their low hit rate. "I am the master of space and time, reality itself bends before me!" That's hard to take seriously when most of your spells fizzle; the cognitive dissonance is too great.</p><p></p><p>The groups I play with would likely yell at me if I made a non-gnome illusionist. After all, I'm putting their characters lives in danger in return for flavor. Their characters would most likely "fire" me and hire a gnomish mercenary to take my place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*I'm perfectly happy with (and indeed desire) racial feats that provide boosts to certain classes or builds as long as these are relatively minor AND flavorful. "You are a gnome so you get a +3 bonus to hit with illusion spells," does not fulfill either criterion. </p><p></p><p>I am also aware that this particular feat is limited to one wizard build as opposed to the entire class. That makes it less egregious though still not acceptable.</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 5002515, member: 60923"] Yup. Unlike the pun-pun build you get this huge advantage (+6, +30% hit rate) simply by taking two feats; there are no system breaking munchkin shenanigans required. Should such a huge gap really exist in a balanced system? This is not a minor cosmetic change like a +1 bonus to damage or some tiny action point boon; this is giant hit to your effectiveness. This falls into the realm of harshly penalizing a player for having the temerity to play the wrong concept*. If you care about being the (mechanically) best illusionist you can be then your race choice is obvious. If you designed your character to be, "bob the half-witted half-orc hedge wizard whose spells only work 1/3 of the time," then that's fine too. I personally have trouble though reconciling many heroic character concepts with the mechanical reality of their low hit rate. "I am the master of space and time, reality itself bends before me!" That's hard to take seriously when most of your spells fizzle; the cognitive dissonance is too great. The groups I play with would likely yell at me if I made a non-gnome illusionist. After all, I'm putting their characters lives in danger in return for flavor. Their characters would most likely "fire" me and hire a gnomish mercenary to take my place. :) *I'm perfectly happy with (and indeed desire) racial feats that provide boosts to certain classes or builds as long as these are relatively minor AND flavorful. "You are a gnome so you get a +3 bonus to hit with illusion spells," does not fulfill either criterion. I am also aware that this particular feat is limited to one wizard build as opposed to the entire class. That makes it less egregious though still not acceptable. [/QUOTE]
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