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Expertise justification?
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<blockquote data-quote="UngeheuerLich" data-source="post: 4814190" data-attributes="member: 59057"><p>The math should work really good with a balanced party. this means a controller, two striker, one defender and one leader... which will result in bonuses for party and penalties for your enemies will eventually make combats balanced.</p><p> </p><p>If your party is differently balanced, you may have more need for to hit and defense bonuses.</p><p> </p><p>The fact is: you have to make a basic assumption. Perhaps wotc playtesters found many good combinations and played better than average parties and they made higher level play a bit harder than what t should be. Maybe some last minute nerfs affected higer level play more drastically than expected.</p><p> </p><p>Result: the average party (usually consisting of more strikers or defenders than expected) hits too good at the beginning levels and because of lacking synergies they fall behind later.</p><p> </p><p>My usual reaction would be: lower monster levels to fit the parties needs...</p><p> </p><p>But wotc chose to add feats which don´t fix math right away, but for those insisting to play unbalanced partys (unbalanced, not imba). Which is generally a good thing. </p><p> </p><p>For balanced parties it can be a bit too good.</p><p> </p><p>But remember expertise on a whole is more relevant for parties who have a lower hit chance... (chance to shorten the combat increases the longer the combat lasts) so if all party members take it, the less offensive party will profit more from it.</p><p> </p><p>If you are still not convinced, use following houserule</p><p> </p><p>Convert expertise to a power bonus. So this will help a: leaderless parties, can all take it and profit. In a party with a leader the leader can take it to hit with powers that grant better bonuses.</p><p> </p><p>If you don´t like a feat which gives a power bonus, convert expertise to:</p><p> </p><p>feat: expertise.</p><p>gain weapon expertise power. Chose a weapon type/impelement.</p><p> </p><p>minor action, at will, close burst 10</p><p>you examine your enemies how to make best use of your weapon against their defenses.</p><p>effect: get a power +1 power bonus to hit against all enemies with a weapon of the chosen weapon type/implement within burst, that you can see. This bonus increaes to +2 at level 15 and to +3 at level 25.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 4814190, member: 59057"] The math should work really good with a balanced party. this means a controller, two striker, one defender and one leader... which will result in bonuses for party and penalties for your enemies will eventually make combats balanced. If your party is differently balanced, you may have more need for to hit and defense bonuses. The fact is: you have to make a basic assumption. Perhaps wotc playtesters found many good combinations and played better than average parties and they made higher level play a bit harder than what t should be. Maybe some last minute nerfs affected higer level play more drastically than expected. Result: the average party (usually consisting of more strikers or defenders than expected) hits too good at the beginning levels and because of lacking synergies they fall behind later. My usual reaction would be: lower monster levels to fit the parties needs... But wotc chose to add feats which don´t fix math right away, but for those insisting to play unbalanced partys (unbalanced, not imba). Which is generally a good thing. For balanced parties it can be a bit too good. But remember expertise on a whole is more relevant for parties who have a lower hit chance... (chance to shorten the combat increases the longer the combat lasts) so if all party members take it, the less offensive party will profit more from it. If you are still not convinced, use following houserule Convert expertise to a power bonus. So this will help a: leaderless parties, can all take it and profit. In a party with a leader the leader can take it to hit with powers that grant better bonuses. If you don´t like a feat which gives a power bonus, convert expertise to: feat: expertise. gain weapon expertise power. Chose a weapon type/impelement. minor action, at will, close burst 10 you examine your enemies how to make best use of your weapon against their defenses. effect: get a power +1 power bonus to hit against all enemies with a weapon of the chosen weapon type/implement within burst, that you can see. This bonus increaes to +2 at level 15 and to +3 at level 25. [/QUOTE]
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