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How Can You Politely Say, "Your Character Sucks?"
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<blockquote data-quote="Gimby" data-source="post: 5068967" data-attributes="member: 49875"><p>Well, I'll agree that 14 is a little low, but its hardly game breaking. Given that they seem to have a respectable melee basic attack and the swordmage mark isn't dependant on a hit to apply, they will be perfectly capable of performing the job of a defender. Now, clearly they could probably be doing it *better*, but the encounter design guidelines don't seem to be demanding a perfectly optimised party. The player's own tactical ability will play more into it than an extra +1 to hit, particularly if they are using the Swordmage's wide range of bursts and blasts or +3 prof weapons.</p><p></p><p>The real question is whether or not the player is enjoying the game. If they are finding themselves frustrated with missing a lot (and honestly, they might not have noticed it) then offer to help them out. If they are happy with how things are going, then no problem. As already seen, if the player has enough tactical awareness then they'll be able to fufill the design goal of the class fine. </p><p></p><p>If anything, I think your goal should be to pull them more into the game as it sounds like they aren't really engaged. Being open and engaging them in play may help more than worrying about their build, and may help you finding out whether or not they are enjoying the game.</p></blockquote><p></p>
[QUOTE="Gimby, post: 5068967, member: 49875"] Well, I'll agree that 14 is a little low, but its hardly game breaking. Given that they seem to have a respectable melee basic attack and the swordmage mark isn't dependant on a hit to apply, they will be perfectly capable of performing the job of a defender. Now, clearly they could probably be doing it *better*, but the encounter design guidelines don't seem to be demanding a perfectly optimised party. The player's own tactical ability will play more into it than an extra +1 to hit, particularly if they are using the Swordmage's wide range of bursts and blasts or +3 prof weapons. The real question is whether or not the player is enjoying the game. If they are finding themselves frustrated with missing a lot (and honestly, they might not have noticed it) then offer to help them out. If they are happy with how things are going, then no problem. As already seen, if the player has enough tactical awareness then they'll be able to fufill the design goal of the class fine. If anything, I think your goal should be to pull them more into the game as it sounds like they aren't really engaged. Being open and engaging them in play may help more than worrying about their build, and may help you finding out whether or not they are enjoying the game. [/QUOTE]
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