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<blockquote data-quote="Turtlejay" data-source="post: 4979173" data-attributes="member: 70267"><p>A few of the threads on the front page right now are discussing the defenses of PC's, the issues with Masterwork Armor, and game balance. One thing that bugs me about the discussion is the assumtion that one's FRW should be all around good. Several suggestions have been made about allowing 3 increases in stats to cover each defense, or no increase in stats, or a generic +1 to all defenses...</p><p> </p><p>Does nobody think that having a weak defense is perhaps a good thing, and maybe a deliberate decision? Especially considering the top end stacked nature of some of these examples. If you have an 18 dex, and a 14 wis, and can only spare an 11 for str/con, is it any wonder you have a crap fort? Should you get a pass because you twinked your character, in turn bumping the defenses of the well rounded character into unhittable ranges?</p><p> </p><p>The other assumption is that every PC must/will take the to hit and FRW improving feats. They are feats, the designers put them in as feats to make them optional, you can make a great character by taking other feats, and all those feats do is help you shore up a weak spot, or stand out.</p><p> </p><p>I see no problem with the Necromancer with the vs Fort attacks trying to get past the fighter to the bow ranger. It makes each combat have a new dimension, and is an understandable behavior. It allows the defenders to defend, and the healers to heal. Weak spots are normal, and part of Fantasy tropes (Raistlin?!).</p><p> </p><p>Of course, some builds would like to pump 2 attributes that contribute to the same defense (pacifist clerics, barbarians, wand wizards) and those are the characters most in need of those banned feats. This is why I dislike blanket outlawing of options, and prefer a more targeted approach. My opinions at least. Feel free to disagree. I wouldn't post this on a message board if was afraid of being disagreed with...</p><p> </p><p>Jay</p></blockquote><p></p>
[QUOTE="Turtlejay, post: 4979173, member: 70267"] A few of the threads on the front page right now are discussing the defenses of PC's, the issues with Masterwork Armor, and game balance. One thing that bugs me about the discussion is the assumtion that one's FRW should be all around good. Several suggestions have been made about allowing 3 increases in stats to cover each defense, or no increase in stats, or a generic +1 to all defenses... Does nobody think that having a weak defense is perhaps a good thing, and maybe a deliberate decision? Especially considering the top end stacked nature of some of these examples. If you have an 18 dex, and a 14 wis, and can only spare an 11 for str/con, is it any wonder you have a crap fort? Should you get a pass because you twinked your character, in turn bumping the defenses of the well rounded character into unhittable ranges? The other assumption is that every PC must/will take the to hit and FRW improving feats. They are feats, the designers put them in as feats to make them optional, you can make a great character by taking other feats, and all those feats do is help you shore up a weak spot, or stand out. I see no problem with the Necromancer with the vs Fort attacks trying to get past the fighter to the bow ranger. It makes each combat have a new dimension, and is an understandable behavior. It allows the defenders to defend, and the healers to heal. Weak spots are normal, and part of Fantasy tropes (Raistlin?!). Of course, some builds would like to pump 2 attributes that contribute to the same defense (pacifist clerics, barbarians, wand wizards) and those are the characters most in need of those banned feats. This is why I dislike blanket outlawing of options, and prefer a more targeted approach. My opinions at least. Feel free to disagree. I wouldn't post this on a message board if was afraid of being disagreed with... Jay [/QUOTE]
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