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Feat Taxes, or, It's That Time of the Week Again
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<blockquote data-quote="Aulirophile" data-source="post: 5531132" data-attributes="member: 86312"><p>You're objectively wrong. The hit percent was calculated based on how many rounds, on average, encounters should take (during playtesting they occasionally had encounters last 14+ rounds). Based on E/E+1/E+2/etc. </p><p></p><p>Without Expertise the correct number of rounds are flat out not achievable in Paragon/Epic, even by otherwise optimized characters (exceptions of course exist... if you design the party around this limitation, but that isn't 'fun'). And this issue gets <em>worse, </em>not better, as you level; despite Expertise, because of the way monster HP/defenses scales and PC damage doesn't. </p><p></p><p>One of the very strongest complaints I've heard about 4e is combat length. This is a problem I have literally <em>never had </em>because I understand the math and make sure my group does to. Result: No exceptionally long and grindy combats. </p><p></p><p>The disconnect is where people don't understand the reasoning for the minimum hit vs even level. It isn't arbitrary, it was a number arrived at for a large variety of objective, mathematical, reasons and was intended to create a parity of experience all the way up to Epic. An E+1 should always take a 5 person party 4 rounds on average. Damage/Hit %/etc need to all exist in relative balance to each other for that to be true. Expertise fixes an error where they <em>don't </em>exist in relative balance to each other. And, in case you missed it, this is an average, not an absolute. Varying defense levels are fine if you're only trying to achieve an average</p><p></p><p>You can actually see this with Essential classes. eStrikers are basically optimized out of the box to achieve minimum striker baselines and look how many threads we have with people freaking out that they are "overpowered" or "do to much damage." But I'll cheerfully bet you that an eStriker introduced into a campaign where someone immediately thought that about them suddenly had shorter fights. Their is a straightforward reason for this. eClasses have a much narrower performance band. It is <em>very </em>difficult to make an eClass perform below the expected mathematical minimum (at least in Heroic, they have the same issues of scaling). Not so for older classes, who often perform <em>far </em>below with a poor build, especially if they don't take the fix feats. </p><p></p><p>Ignorance, by definition, is a lack of knowledge. Developers, people who have done the math in the community (extensively) say "This is how it is." You have a <em>belief </em>about the math (based, near as I can tell, on intuition, anecdotal experience, and the idea that monsters don't get more HP then PCs do damage as you level), but it is no way justified by the numbers. And an unjustified belief is the worst kind of ignorance. You think you know something, but you don't. Socrates said it was poisonous.</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5531132, member: 86312"] You're objectively wrong. The hit percent was calculated based on how many rounds, on average, encounters should take (during playtesting they occasionally had encounters last 14+ rounds). Based on E/E+1/E+2/etc. Without Expertise the correct number of rounds are flat out not achievable in Paragon/Epic, even by otherwise optimized characters (exceptions of course exist... if you design the party around this limitation, but that isn't 'fun'). And this issue gets [I]worse, [/I]not better, as you level; despite Expertise, because of the way monster HP/defenses scales and PC damage doesn't. One of the very strongest complaints I've heard about 4e is combat length. This is a problem I have literally [I]never had [/I]because I understand the math and make sure my group does to. Result: No exceptionally long and grindy combats. The disconnect is where people don't understand the reasoning for the minimum hit vs even level. It isn't arbitrary, it was a number arrived at for a large variety of objective, mathematical, reasons and was intended to create a parity of experience all the way up to Epic. An E+1 should always take a 5 person party 4 rounds on average. Damage/Hit %/etc need to all exist in relative balance to each other for that to be true. Expertise fixes an error where they [I]don't [/I]exist in relative balance to each other. And, in case you missed it, this is an average, not an absolute. Varying defense levels are fine if you're only trying to achieve an average You can actually see this with Essential classes. eStrikers are basically optimized out of the box to achieve minimum striker baselines and look how many threads we have with people freaking out that they are "overpowered" or "do to much damage." But I'll cheerfully bet you that an eStriker introduced into a campaign where someone immediately thought that about them suddenly had shorter fights. Their is a straightforward reason for this. eClasses have a much narrower performance band. It is [I]very [/I]difficult to make an eClass perform below the expected mathematical minimum (at least in Heroic, they have the same issues of scaling). Not so for older classes, who often perform [I]far [/I]below with a poor build, especially if they don't take the fix feats. Ignorance, by definition, is a lack of knowledge. Developers, people who have done the math in the community (extensively) say "This is how it is." You have a [I]belief [/I]about the math (based, near as I can tell, on intuition, anecdotal experience, and the idea that monsters don't get more HP then PCs do damage as you level), but it is no way justified by the numbers. And an unjustified belief is the worst kind of ignorance. You think you know something, but you don't. Socrates said it was poisonous. [/QUOTE]
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