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Jonathan Tweet denounces Power Attack
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<blockquote data-quote="Najo" data-source="post: 3906400" data-attributes="member: 9959"><p>When I went to Gen Con to witness the release of 3.0 there was a seminar that had like 800+ people in it. We came to listen to Monte and Johnathan Tweet talk about the future of D&D 3.0. Tweet passed out a handout that had math on it for combat probablity and the math around hitting, damage and critical hits. He had percentage of chance to cause a critical hit based on crit range on the sheet. The math on the sheet was wrong though, it forgot to take into account having to roll to confirm the crit, so it had the chances to cause crits were more likely than they should be. </p><p></p><p>Likewise, the Mystic Theurge, regardless of what the team in WOTC said, was a huge mathematical mistake. I still have copies of the debate between Tweet and myself on this board. It was educational. I still to this day disagree with the prestige class bandaid to fix issues with multiclassing spellcasters. I don't know anyone who likes the class once they used it, and as owner of a game store I see alot of D&D players.</p><p></p><p>Every time a player finds a broken combo, that is a game design error. They do get missed, they do exist. Game designers are human. They can't cover the material like all of the playes can, espcially with forums like this where we can share our insights with each other. </p><p></p><p>The thing is, they do this as a job, day in and day out. They are less likely to make those mistakes. They are more likely to catch things. They get to benefit from years of working on those designs as a job, and recieving all of the feedback from the players directly. </p><p></p><p>What I am saying, they probablly, like all of us, like the idea and elegance that power attack seemed to have. But, somewhere along the lines, didn't really run the math on it or if they did thought it was fine for a low level starting feat. </p><p></p><p>But regardless, none of this matters. Because Tweet came forward and said the feat was flawed. So there is your designer catching the mistake, it happend after it was published and in play for 6-7 years..but hey, they caught it. At least it was sooner than any of us did <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Najo, post: 3906400, member: 9959"] When I went to Gen Con to witness the release of 3.0 there was a seminar that had like 800+ people in it. We came to listen to Monte and Johnathan Tweet talk about the future of D&D 3.0. Tweet passed out a handout that had math on it for combat probablity and the math around hitting, damage and critical hits. He had percentage of chance to cause a critical hit based on crit range on the sheet. The math on the sheet was wrong though, it forgot to take into account having to roll to confirm the crit, so it had the chances to cause crits were more likely than they should be. Likewise, the Mystic Theurge, regardless of what the team in WOTC said, was a huge mathematical mistake. I still have copies of the debate between Tweet and myself on this board. It was educational. I still to this day disagree with the prestige class bandaid to fix issues with multiclassing spellcasters. I don't know anyone who likes the class once they used it, and as owner of a game store I see alot of D&D players. Every time a player finds a broken combo, that is a game design error. They do get missed, they do exist. Game designers are human. They can't cover the material like all of the playes can, espcially with forums like this where we can share our insights with each other. The thing is, they do this as a job, day in and day out. They are less likely to make those mistakes. They are more likely to catch things. They get to benefit from years of working on those designs as a job, and recieving all of the feedback from the players directly. What I am saying, they probablly, like all of us, like the idea and elegance that power attack seemed to have. But, somewhere along the lines, didn't really run the math on it or if they did thought it was fine for a low level starting feat. But regardless, none of this matters. Because Tweet came forward and said the feat was flawed. So there is your designer catching the mistake, it happend after it was published and in play for 6-7 years..but hey, they caught it. At least it was sooner than any of us did ;) [/QUOTE]
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Jonathan Tweet denounces Power Attack
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