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Feat Taxes, or, It's That Time of the Week Again
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<blockquote data-quote="GMforPowergamers" data-source="post: 5553923" data-attributes="member: 67338"><p>sorry... sometimes I group people when I should not...again thank you for pointing out the math error...</p><p></p><p></p><p></p><p> </p><p>I will go back to my mutants and mastermind argument... when everyone at level ten has +10 to hit and +10 to AC and +10 to damage... no matter what the flavor added it all starts to blur togather (atleast in my mind)</p><p></p><p>slight diffrences make the game feel more fun... I have +8 to hit, he has +12, I do 2d12+7 he does 2d6+9... my AC is 21 his is 18 I have 30 hp he has 31...</p><p></p><p>as ong as we all can add to the game and be viable a range is good...</p><p></p><p>(((((now what that range is can be argued... I have in the past said 3 pts is perfect 5 is good 8 is not bad 10 is getting worrysome... 11+ is bad) But the only times I have ever seen a 9+ is when the top end guy needs to roll a 1 to miss.)))))</p><p></p><p></p><p></p><p></p><p></p><p></p><p>um... I would go with no one is say +10 is ok... infact I have even posted n the errat board I would rather see expertise nerfed by 1... +1 incease to +2 at 21st</p><p></p><p>so we are in the same basic thoughs... we just have differing thresholds </p><p></p><p></p><p></p><p></p><p>I have still scean slayers without it... </p><p></p><p></p><p></p><p>my warlord wants to fight with 2 kurkri... I also plan on multi classing into rouge someday... I still am useing my powers I still hit most of the time...</p><p></p><p></p><p></p><p></p><p>my vaild system decisions are what I (or in some cases others) want to play. it is a game...I am not makeing my character less effective, I am making him diffrent. We had a time when the most effective chose was the right one... and some of us are still there....it gets boreing. </p><p></p><p>I have seen a player play almost the same character 3 times in a row becuse X Y and Z feats are 'must have' and Z X and Y powers are the 'best of the level' and YX and Z items are the 'best you can buy' and we only made it to level 9... </p><p></p><p>that is not how I choose to play, this warlord will have diffrent feats and powers and items then the last one I played</p><p></p><p></p><p></p><p></p><p>I always tell new players to take a 16 or higher in there prime stat...and that if you see one of us doing other wise we have some way to balance it... (I know we did have a 13 str spear fighter with a good dex and wis and other things upping attacks... expertise was his 1st feat... I wish I could remember the whole build now)</p><p></p><p></p><p></p><p></p><p>ok so lets take weapon users...</p><p></p><p>I start with a 16 stat, have a +2 prof, and no epic destiny benfirts to attack or attribute</p><p></p><p>you start with a 20 stat, have a +3 prof epic sestiny +2 stat, and a class +1 to hit</p><p></p><p>+5 diffrence to hit </p><p></p><p>with you having expertise it is up to +8 at epic +7 at paragon and +6 at heroic</p><p></p><p></p><p></p><p>so I see this as fine...I would if I could I would take the paragon +1 away from expertise... but I can't</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 5553923, member: 67338"] sorry... sometimes I group people when I should not...again thank you for pointing out the math error... I will go back to my mutants and mastermind argument... when everyone at level ten has +10 to hit and +10 to AC and +10 to damage... no matter what the flavor added it all starts to blur togather (atleast in my mind) slight diffrences make the game feel more fun... I have +8 to hit, he has +12, I do 2d12+7 he does 2d6+9... my AC is 21 his is 18 I have 30 hp he has 31... as ong as we all can add to the game and be viable a range is good... (((((now what that range is can be argued... I have in the past said 3 pts is perfect 5 is good 8 is not bad 10 is getting worrysome... 11+ is bad) But the only times I have ever seen a 9+ is when the top end guy needs to roll a 1 to miss.))))) um... I would go with no one is say +10 is ok... infact I have even posted n the errat board I would rather see expertise nerfed by 1... +1 incease to +2 at 21st so we are in the same basic thoughs... we just have differing thresholds I have still scean slayers without it... my warlord wants to fight with 2 kurkri... I also plan on multi classing into rouge someday... I still am useing my powers I still hit most of the time... my vaild system decisions are what I (or in some cases others) want to play. it is a game...I am not makeing my character less effective, I am making him diffrent. We had a time when the most effective chose was the right one... and some of us are still there....it gets boreing. I have seen a player play almost the same character 3 times in a row becuse X Y and Z feats are 'must have' and Z X and Y powers are the 'best of the level' and YX and Z items are the 'best you can buy' and we only made it to level 9... that is not how I choose to play, this warlord will have diffrent feats and powers and items then the last one I played I always tell new players to take a 16 or higher in there prime stat...and that if you see one of us doing other wise we have some way to balance it... (I know we did have a 13 str spear fighter with a good dex and wis and other things upping attacks... expertise was his 1st feat... I wish I could remember the whole build now) ok so lets take weapon users... I start with a 16 stat, have a +2 prof, and no epic destiny benfirts to attack or attribute you start with a 20 stat, have a +3 prof epic sestiny +2 stat, and a class +1 to hit +5 diffrence to hit with you having expertise it is up to +8 at epic +7 at paragon and +6 at heroic so I see this as fine...I would if I could I would take the paragon +1 away from expertise... but I can't [/QUOTE]
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