Most Useless Feat

Numion said:
It most certainly does. Let me formulate:

Without the feat you'd succeed on X results out of 20 (=x/20), depending on the DC. With the feat, you'd succeed on X+2 results out of 20 (=(x+2)/20). Now the probability for succeeding because of the feat is

P(succeed with feat)-P(succeed without feat)=(X+2)/20-X/20=2/20=1/10

Now X was the only thing dependant of spell DC or save bonus, and those got cancelled out. This is conditional to the DC being within save bonus + d20 roll range, which isn't unreasonable.

I can't understand why it's difficult to understand that hitting the 2 numbers on a d20 is always 1/10 probability, and only when you hit those two numbers does having the feat matter.

Great. You found yet another way to say "This feat adds 10 percentage points to your chance of saving.", which is what has been established pages ago, and not what we're talking about.

Now here's a simple example of why you're wrong:

You have to make a DC 20 save and have a +9 save modifier. There are 10 rolls that result in failure. You take a feat that gives you a +2 on your save. Now there are only 8 rolls that result in failure. You no longer fail on 2 out of 10 roll that you would have failed on before. 20% of the rolls that would have failed without it are now successfull.

You either don't understand the math, or don't understand English well enough to see the distinction between "It makes you succeed on 1/10th of the rolls you'd have failed without it" and "It adds 10 percentage points to your chance of success."
 
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mmu1 said:
You either don't understand the math, or don't understand English well enough to see the distinction between "It makes you succeed on 1/10th of the rolls you'd have failed without it" and "It adds 10 percentage points to your chance of success."

Yeah it was a misunderstanding. I meant to say that it affects 1/10 of saving throws you have to roll, period. It got twisted at some point.

Thats what I was trying to say, that the feat (only) helps in 10% of saving throws, or really 3,33% because it helps only one save.

My bad..
 

Thanee said:
From those Enlarge Spell, Far Shot and Greater TWF seem at least good enough to be chosen by a character with a fitting concept. :)

A PC in an old game had a two-weapon dagger chucker with Far Shot. He had a returning dagger that had an increased range (30') and with Far Shot he could throw it pretty far. It came in handy a few times.
 

reanjr said:
But the opportunity to bull rush a high level fighter off of a 1,000 foot cliff can not be overlooked.

Many other applications people don't think of.

Ever been held off by an opponent in a doorway? Slam him back so others can squeeze through.

In a narrow hallway? Well, just keep backing up, junior.

Solid line of opponents keeping you at bay? Slam some holes in that line!

Ever slam an opponent backwards to where he's now flanked by several others? And just in time for their initiative!

Excuse me while I shove you toward that trap/pit/whatever.
 


Chimera said:
Ever slam an opponent backwards to where he's now flanked by several others? And just in time for their initiative!
Better still. Now shove him 5' further, provoking AoO's from all of them. They can all still 5' step and flank for a full attack on their goes.

Oh, and have a better AC than him...
 


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