Sorry, that is the control. If you add the bonuses from Expertise at the levels where they're needed to keep hit rate relatively constant (not the levels they're currently available), they have no effect on levels 1 or 3 (+1 isn't needed until level 7 or so), and the +2 at 20 cuts 3 rounds off, makes the 21st level comparison unworkable (my assumptions have overcome the natural deficit at that point, primarily because encounter powers REALLY aren't 3 times as powerful as 2[W] baseline attacks), and +3 at 28 drops the length down to a reasonable 4.4 rounds, although again, actual combat will be significantly longer since you aren't getting 11[W] out of your average encounter power.Probably useful to have a "control" group, that isn't mucking about with any of that easier to hit stuff (so, avoid Expertise, avoid powers that swing things by stat modifier. They're pretty rare unless you actually hunt them down)
Another relevant factor is that PC's are expected to deal with the occasional "hard" combat. In fact, all WotC modules include these, particularly at climactic points. And if you run the numbers for these, things get even more skewed.Keep in mind that this is with an overgenerous estimate on encounter and daily power level, which has more impact at higher levels because those levels have higher dependence on encounter and daily powers (admittedly, I'm ignoring PC synergy and cooperation at all levels, but then I'm also ignoring monster control effects and the fact that those get stronger at higher levels). Therefore, we can conclude that a practical example of the situation is likely to be worse than this model. That is, for a group that does do the minimum combat optimization recommended by the PHB, but nothing more, combats will become more than twice as long as the PCs reach high paragon and epic tier.
Well, for starters, to say that a DM can adjust for something is to tacitly admit that there is a problem in need of adjusting. Consequently, I rarely accept "the DM can fix it" as a good solution for a game design or development issue.21 years ago I got a C in geometry. That is the extent of my math mastery.
I'd like an opinion from the experts, though. It seems to me that these marginal differences we are discussing end up being trivial considering how easily a DM can adjust an encounter. Or, to look at it another way, a poorly made encounter can make the added bonuses from the Expertise feat irrelevant.
Well, for starters, to say that a DM can adjust for something is to tacitly admit that there is a problem in need of adjusting. Consequently, I rarely accept "the DM can fix it" as a good solution for a game design or development issue.
magic staff said:we were playing a swordmage, a warden, a warlock, a ranger and a shaman... the first item he put in the game (by the way we were level 2 before we got it) was a +2 staff of warwizard... we all got mad we could not use it...he said he did not know no one used staves... the second item he promissed would be more helpful... it was a magic instrument...and he said he thought our shaman coukd use bard instruments... the third was a magic weapon that eh enchant could only go on axes... the swordmage use rapier, the warden a big hammer, the ranger a bow...and the warlock wanted a pact dagger so bad. At level 3 we disenchanted everything we had and made a pact dagger for him... and a rust monster destroyed it int he first encounter he had it... that encounter gave us the treasure of a +2 staff of warwizard becue he really wanted someone to use it...![]()
solo's only said:we played a 3 person game with a warlock, a wizard and a tempest fighter... after the first encounter we had nothing but solo encounters...that game lasted 2 sessions before we got sicj of it
darksun said:I will skip the iron golem incadent, and the green dragon misunderstanding and talk about level 6...our tpk... we had just had a really bad day. We were extendied resting and 2 of us had no surges...I was the only one with an offencive daily left (I think it is called comeback strike but it was not much good i had no surges to spend) and he had us ambushed in our sleep...then after the tpk said "I forgot you were spent"
minon slaughter said:a fighter puts up raing of steel (I think that is the aura 1 1w stance... then an encounter with only minons (over 30 minis on the field) charged the fighter with the first group...then the second then the 3rd...we had1round and the fighter killed all of them. then the DM complained how useless minnons are
lava pit said:Dm put us over a lava pit fighting 4 elites...was supose to be a hard fight he wanted us to run... then the wizard thunder waved (yes an at will) 3 of them into the lava (killing or atleast taking out of the fight) 2 of them then the rouge and fighter did the same to the last 2 (Tide of iron, and postioning strike)
the DM thre his hands up and quit the game... by the way we had been useing such tactics from day 1
sneak attack undead said:I had an arcane trickster with force darts (reserve feat that gave d4s of force damage) that I sneak attack with,,, after a few times not haveing the ability to SA I picked up a spell that let me crit undead and SA (i think it was called grave strike)... for over a month every game at least 1 time he would put undead in, then complain I could sneak attack them...like it suprised him every time.. when at level 12 he brought in a golem and I had the same type of spells for constructs that I reaserched at the same time I atleast could see him forgeting..
Much like it's not so simple to compare play experience using pre-MM3 damage values, or with clerics that could astral seal for 40 hp healed, or various anti-damage techniques that actually completely negated monster damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.