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<blockquote data-quote="Samurai" data-source="post: 4280872" data-attributes="member: 3850"><p>You're right, some things, like the spellbook memorization and ranger Hunter's Quarry are clarifications and errata, not actual changes. (Spell Preparation is described under the Spellbook heading, but nowhere does it actually state that you MUST have your spellbook to change spells, or what effect there is of losing your spellbook.)</p><p></p><p>Careful Attack and Twin Strike - One was too weak, the other too strong. Someone did calculations, and found that if you were only changing Careful Attack, in order to make them balance you'd need to give it +4 to hit and double the stat bonus to damage! That's too much, and puts CA out of whack as well compared to other powers. I found that a +4 to hit for CA and a -2 each for TS keeps them fairly well balanced not just with each other, but the other 2 Ranger At Wills.</p><p></p><p>Weapon Finesse - This could be a fairly big boost if Dex is significantly higher than Str, especially at later levels for a character that keeps boosting their Dex. I wanted a way to keep Rogues and other knife fighters focused on Dex. They use Dex to throw their knives, so using it for melee basic attacks as well isn't too much of a stretch, I think.</p><p></p><p>Knife Fighter - I wanted to keep daggers balanced with short swords, and encourage Rogues to actually prefer the dagger, with enough feats. For a non-Rogue, a dagger is a completely inferior melee weapon to a short sword. (Same Prof bonus, 1d4 vs 1d6 damage). For a Rogue, they gain a +1 attack bonus with daggers, giving a choice of better damage or better attack bonus. However, especially when the damage die is multiplied several times over for higher level powers, the short sword again just flat out becomes the better choice. Now, for the cost of a feat, they can use a dagger and get the +1 attack bonus, and not have to sacrifice damage.</p><p></p><p>Note that this still isn't the unequivocally best melee option, since for the cost of 1 feat they could instead take Weapon Prof: Rapier and get +3 attack and d8 damage...</p><p></p><p>Multiclassing - Advanced Training - trading a feat + a power for another power that probably uses a different weapon/implement and quite possibly a stat that is not your best, and that may not fit your party role, is a fool's bargain. I think trading 1 power for another is at best an even trade, and possibly even a sacrifice. I had originally given multiclass characters the option to trade 1 power for another for free. But then I discovered that there are a lot of abilities these MC's lacked and that were necessary for Paragon Paths or powers, such as a Ranger's Weapon style or the Warlock's Curse. So I combined the 3 feats with a weakened versions of these abilities into 1 feat... I figure the weakened abilities are worth about 1/2 a feat, and the ability to swap the 3 powers the other 1/2 a feat.</p><p></p><p>Well, it's 3:30 AM here in California, so I'm heading to bed, I have work tomorrow. Thanks again for the feedback!</p></blockquote><p></p>
[QUOTE="Samurai, post: 4280872, member: 3850"] You're right, some things, like the spellbook memorization and ranger Hunter's Quarry are clarifications and errata, not actual changes. (Spell Preparation is described under the Spellbook heading, but nowhere does it actually state that you MUST have your spellbook to change spells, or what effect there is of losing your spellbook.) Careful Attack and Twin Strike - One was too weak, the other too strong. Someone did calculations, and found that if you were only changing Careful Attack, in order to make them balance you'd need to give it +4 to hit and double the stat bonus to damage! That's too much, and puts CA out of whack as well compared to other powers. I found that a +4 to hit for CA and a -2 each for TS keeps them fairly well balanced not just with each other, but the other 2 Ranger At Wills. Weapon Finesse - This could be a fairly big boost if Dex is significantly higher than Str, especially at later levels for a character that keeps boosting their Dex. I wanted a way to keep Rogues and other knife fighters focused on Dex. They use Dex to throw their knives, so using it for melee basic attacks as well isn't too much of a stretch, I think. Knife Fighter - I wanted to keep daggers balanced with short swords, and encourage Rogues to actually prefer the dagger, with enough feats. For a non-Rogue, a dagger is a completely inferior melee weapon to a short sword. (Same Prof bonus, 1d4 vs 1d6 damage). For a Rogue, they gain a +1 attack bonus with daggers, giving a choice of better damage or better attack bonus. However, especially when the damage die is multiplied several times over for higher level powers, the short sword again just flat out becomes the better choice. Now, for the cost of a feat, they can use a dagger and get the +1 attack bonus, and not have to sacrifice damage. Note that this still isn't the unequivocally best melee option, since for the cost of 1 feat they could instead take Weapon Prof: Rapier and get +3 attack and d8 damage... Multiclassing - Advanced Training - trading a feat + a power for another power that probably uses a different weapon/implement and quite possibly a stat that is not your best, and that may not fit your party role, is a fool's bargain. I think trading 1 power for another is at best an even trade, and possibly even a sacrifice. I had originally given multiclass characters the option to trade 1 power for another for free. But then I discovered that there are a lot of abilities these MC's lacked and that were necessary for Paragon Paths or powers, such as a Ranger's Weapon style or the Warlock's Curse. So I combined the 3 feats with a weakened versions of these abilities into 1 feat... I figure the weakened abilities are worth about 1/2 a feat, and the ability to swap the 3 powers the other 1/2 a feat. Well, it's 3:30 AM here in California, so I'm heading to bed, I have work tomorrow. Thanks again for the feedback! [/QUOTE]
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