MrGrenadine
icastbrainstorm.beehiiv.com
...other options (which include prompting players to be a little more thoughtful when combating tougher foes,) I believe, would have been far more satisfying to fix some of the issues.
Real quick though, let's assume you really did need a 20 to hit, and, out of curiosity, see what happens if we are allowed to factor in party resources. Flanking brings that 20 to an 18; aid another can be used to get to 16; I'd be flabbergasted if somebody in the party didn't have something to at least give a +2 bonus to get to 14, and I'd also be highly surprised if the creature didn't have one defense which was a point or two lower than the others... let's say 13 to be generous to the monster. Keep in mind, this is 4 levels higher than the party. Oh, and lest we forget that one of the new design changes was the remove some of the defense boosts to solos...
I'm all for better tactics, but I'm not sure being thoughtful during combat is as elegant and useful a fix as a simple and consistent +1/2/3.
In your example, knocking the 'to hit' target down from 20 is never going to be as simple as flanking to get to 18, and aiding another to get to 16, etc. All of those buffs are conditional, need a hit to take effect, last only one round, and can easily be disrupted by tactics on the opposing side.
For instance, in your example, Character #1 moves to flank and has to hit with a 20, and then the Character #2 moves to flank and can hit on an 18. Then Character #3 aids the one character who hasn't yet attacked--Character #4--so he needs an 18. Assuming Character #4 has a power that gives a +2 to hit to another character, hits with his power, and chooses the first of the flanking attackers, then next round Character #1 will be able to hit with a 16...unless of course, on its turn, the monster shifted out of the flank, and/or hit one of the flankers with a power that caused a status effect that disrupted the flanking or simply made a character lose its attack that round, etc.
So, 'yes' to better tactics, and 'yes' to teamwork, but good tactics + teamwork are conditional and not reliable and characters are not always in perfect synergy, so they =/= fixed math.
And then consider the issue of resource management as well. A character could try to hit a high defense with an Encounter or Daily, and miss more often than not and lose that power for the rest of the encounter, or longer. Or, in my Cleric's case, he could use an At Will to do 1W damage and give a character +2 to an attack vs the same target (until EoNT), but if thats the case, why does my character even have Encounter and Daily attack powers? If they're tough to hit with, and using them makes it tougher for everyone else to hit, too, I may as well just spam my measly 1W At Will the whole battle, which would be the opposite of fun.
All that being said, if taking one feat gets me closer to hitting more than half the time, I'll take it--especially with a leader, who is of no use to a party if he can't hit.
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