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Fixing the Champion
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<blockquote data-quote="krakistophales" data-source="post: 6802129" data-attributes="member: 6775149"><p>I'm not sure how people can say that the changes are excessive. At level 3, you normally get a measly 5% extra chance to crit, and under the best circumstances, this equates to an extra 2d6 damage, wow an average extra of 6 damage to your regular attack roll 1 out of 10 times.</p><p></p><p>In past editions, crits not only doubled or even tripled your damage dice, they also tripled your static bonus to the attack, and that's back when fighters could use a power attack without penalty and crit on a 15, yet now allowing a level 20 fighter to crit on a 16 as his bread-and-butter archetype feature is excessive? I just don't see it.</p><p></p><p>Remarkable athlete is anything but remarkable. It should be called so-so athlete because that's exactly what it makes you in a handful of skills you aren't already great in. At least this way those handful of skills you aren't any good in you'll now be up to snuff in, and still be great in those that you have stat bonuses to.</p><p></p><p>Everyone is griping about the armor or weapon choice, but what is that except a narrowed down version of picking an extra fighting style? Almost everyone goes for the +1 AC since picking up a fighting style with a weapon you haven't used for the previous 9 levels won't benefit you one little bit. All the armor choice does is expand heavy armor master's idea to include magic damage, which taking 3 off higher level spells means nothing at all, and the weapon choice gives him a slight damage boost, which he needs to keep up with BM, and allows him to deal full damage to anything that comes across his path.</p><p></p><p>As for the regeneration, that's whatever, at such a high level it won't even matter.</p></blockquote><p></p>
[QUOTE="krakistophales, post: 6802129, member: 6775149"] I'm not sure how people can say that the changes are excessive. At level 3, you normally get a measly 5% extra chance to crit, and under the best circumstances, this equates to an extra 2d6 damage, wow an average extra of 6 damage to your regular attack roll 1 out of 10 times. In past editions, crits not only doubled or even tripled your damage dice, they also tripled your static bonus to the attack, and that's back when fighters could use a power attack without penalty and crit on a 15, yet now allowing a level 20 fighter to crit on a 16 as his bread-and-butter archetype feature is excessive? I just don't see it. Remarkable athlete is anything but remarkable. It should be called so-so athlete because that's exactly what it makes you in a handful of skills you aren't already great in. At least this way those handful of skills you aren't any good in you'll now be up to snuff in, and still be great in those that you have stat bonuses to. Everyone is griping about the armor or weapon choice, but what is that except a narrowed down version of picking an extra fighting style? Almost everyone goes for the +1 AC since picking up a fighting style with a weapon you haven't used for the previous 9 levels won't benefit you one little bit. All the armor choice does is expand heavy armor master's idea to include magic damage, which taking 3 off higher level spells means nothing at all, and the weapon choice gives him a slight damage boost, which he needs to keep up with BM, and allows him to deal full damage to anything that comes across his path. As for the regeneration, that's whatever, at such a high level it won't even matter. [/QUOTE]
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