Ravellion
serves Gnome Master
Hello fellow gamers!
I’ve recently made the jump to Epic levels (the campaign started at 6th level), and I am very glad that I have not allowed either Weapon or Implement expertise to be taken by my group’s characters. I posit that these feats are, in fact, not necessary in the game. In practice, the math works more to the advantage of the PCs than is at first glance readily apparent.
I have the experience my 21st level group often hit equal level opponents on a natural 4 on a d20. Allowing the expertise feats, this would mean hitting equal level opponents on a 2. The stats of the characters that can do this and some additional explanation on why this happens so often is in the comment below. The summary: the characters are quite close to being optimized, though I would not call them all fully optimized.
To me, having equal level opponents be hit on a 2 is undesirable. In fact, even n+2 encounters are complete cakewalks for our group nowadays (which might be worth a thread in itself). If your party is anything resembling optimized (ie. all PCs started with an 18 or 20 after racial modifiers, and raised their main attack ability every chance they had), I strongly recommend you do not allow the expertise feats.
What I would like to hear though, is whether some DMs really needed their PCs to have these feats? Or, from those people that allowed them, have they noticed that your PCs now hit perhaps a bit too easily?
I’ve recently made the jump to Epic levels (the campaign started at 6th level), and I am very glad that I have not allowed either Weapon or Implement expertise to be taken by my group’s characters. I posit that these feats are, in fact, not necessary in the game. In practice, the math works more to the advantage of the PCs than is at first glance readily apparent.
I have the experience my 21st level group often hit equal level opponents on a natural 4 on a d20. Allowing the expertise feats, this would mean hitting equal level opponents on a 2. The stats of the characters that can do this and some additional explanation on why this happens so often is in the comment below. The summary: the characters are quite close to being optimized, though I would not call them all fully optimized.
A 21st level creature has 35 AC (for instance Elder Deathmask Dragon, or Dark Naga, or even Drizz’t). AC is slightly higher at 37 for soldiers, and lower at 33 for brutes. Hence, a +25 to hit would hit the designers’ goal of allowing the PCs to hit on a 10.
My group’s hybrid fighter/warlord has +25 to hit. This is with an 18 STR, every ability point increase in STR, and a race with a +2 STR (Dragonborn), and using a +4 longsword.
My group’s human paladin has +27 to hit. He had a 16 Base strength, raised by 2 because he’s human, every ability point increase in STR, Demigod for +2 STR, and a +5 fullblade. Once per encounter, he gets Certain Justice from his paragon path at +4 to hit, and of course he has Action Surge.
The rogue in our party is probably the most optimized. A 26 DEX Halfling, with rogue weapon talent, and the daggermaster paragon path. He has a +26 to hit normally (with a +4 dagger), but with back against the wall, and 90% of the time a way to get combat advantage that round (with Nimble Blade feat to give him +3 instead of +2), it is often +30. Sometimes he also manages to attack non-AC defenses. As a deadly trickster (Epic Destiny), he also has three rerolls per day, which of course is also a big increase in the chance to hit.
The elven cleric is no worse off with a maxed wisdom, Chosen of Corellon as his Epic Destiny, and a +5 holy symbol. He has a +24 to hit, but of course attacks non AC defenses which (I have just checked in the adventure tools) are usually around 32 (though admittedly sometimes get to be as high as 37). The elven accuracy reroll also helps him hit.
However, the drop that fills the bucket is all the buffs, debuffs, flanking, etc. On average, a PC will either have an additional 2 or 3 point advantage (either an enemy debuff or a party buff, or combat advantage from flanking or other inflicted conditions). Sometimes these stack and the shift goes up to 6 points, basically, a +2 power bonus to hit from a daily power, a -2 to defenses from an at will power on the creature, and combat advantage (which for the rogue is actually a 7 point shift instead of a 6 point shift).
To me, having equal level opponents be hit on a 2 is undesirable. In fact, even n+2 encounters are complete cakewalks for our group nowadays (which might be worth a thread in itself). If your party is anything resembling optimized (ie. all PCs started with an 18 or 20 after racial modifiers, and raised their main attack ability every chance they had), I strongly recommend you do not allow the expertise feats.
What I would like to hear though, is whether some DMs really needed their PCs to have these feats? Or, from those people that allowed them, have they noticed that your PCs now hit perhaps a bit too easily?
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