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Feat Taxes, or, It's That Time of the Week Again
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<blockquote data-quote="Herschel" data-source="post: 5531498" data-attributes="member: 78357"><p>My belief is justified. Because you feel you have "the right" to hit at a certain percent rate does not mean the game breaks down when you "don't". The math is not relevent in any more than a base sense. You can't see the forest through the trees as you (and others) have no objective base. </p><p> </p><p>You talk about "grind" as if it's defined when it's not. It's a different feeling for different people. It's also about tactics. There's a boatload of bonuses floating around the game, if you use them, that enhance the hit percentage. Also, if the tactical flow of battle is "moving" then the battle should "feel" quicker, for example, while a static battle of even a few rounds can feel like a "grind". </p><p> </p><p>As it stands, the system is robust enough to handle the different styles and desires. It's not badwrongfun to make interesting RP characters that are also fully functional in battle without trying to milk the system. A certain segment of the gaming public want to optimize, and they have that option, but that doesn't make it a necessity for those playing the game to have fun. </p><p> </p><p>As an example, one gaming group I play in has 10 players at 16th level (we rotate modules, groups and DMs). There are three leaders, two defenders (both Assaault Swordmages), three wizards, a rogue and a warlock. I can count the number of people with expertise on one hand with fingers left over and yet we don't have regular character deaths, sessions run long as much because we joke around as anything else and we have fun. Occasionally a battle will bog down, more often because dice go cold, but it isn't very often. </p><p> </p><p>A tax would imply that it's something needed to make the game work, which it does just fine without it.</p></blockquote><p></p>
[QUOTE="Herschel, post: 5531498, member: 78357"] My belief is justified. Because you feel you have "the right" to hit at a certain percent rate does not mean the game breaks down when you "don't". The math is not relevent in any more than a base sense. You can't see the forest through the trees as you (and others) have no objective base. You talk about "grind" as if it's defined when it's not. It's a different feeling for different people. It's also about tactics. There's a boatload of bonuses floating around the game, if you use them, that enhance the hit percentage. Also, if the tactical flow of battle is "moving" then the battle should "feel" quicker, for example, while a static battle of even a few rounds can feel like a "grind". As it stands, the system is robust enough to handle the different styles and desires. It's not badwrongfun to make interesting RP characters that are also fully functional in battle without trying to milk the system. A certain segment of the gaming public want to optimize, and they have that option, but that doesn't make it a necessity for those playing the game to have fun. As an example, one gaming group I play in has 10 players at 16th level (we rotate modules, groups and DMs). There are three leaders, two defenders (both Assaault Swordmages), three wizards, a rogue and a warlock. I can count the number of people with expertise on one hand with fingers left over and yet we don't have regular character deaths, sessions run long as much because we joke around as anything else and we have fun. Occasionally a battle will bog down, more often because dice go cold, but it isn't very often. A tax would imply that it's something needed to make the game work, which it does just fine without it. [/QUOTE]
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Feat Taxes, or, It's That Time of the Week Again
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