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PHB1 Powers and Feats, as they'd be written today
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<blockquote data-quote="DracoSuave" data-source="post: 4951052" data-attributes="member: 71571"><p>Given that the Dragonborn gets 10 more levels of use out of it than the Dwarf, that means that +1 hit point has to make up for 10 levels worth of healing surge bonuses to 'make up for it.'</p><p></p><p>Of course, +1 hit point is a drop in the bucket at 11th level. So 'more use out of it' is relative.</p><p></p><p>+1 hp at 11th level vs 10 levels of heroic level adventure, having it without spending a feat.</p><p></p><p>Yeah. Who gets the most use out of it?</p><p></p><p></p><p></p><p>Was. Operative word being 'was'.</p><p></p><p></p><p></p><p>Yes, but Con isn't as MUST HAVE THIS as it has been in previous editions. It's +2 hps and a single healing surge, and +1 to various other things. It's not even essential for defense.</p><p></p><p></p><p></p><p>I concede this point. However... we're not talking about Martial Power's balance points. We're talking about PHB1.</p><p></p><p></p><p></p><p>Cause that depends on number of swings per combat. So, sure. Add in 140/x to the Half Orc, where X is the mean number of swings per combat said Half-Orc takes.</p><p></p><p></p><p></p><p>True. But I suppose I could tip the scales in the other direction if we're allowed to pull from later tomes.</p><p></p><p>Goliath + Maul + GGW vs Mordenkrad + DWT.</p><p></p><p>Hmmm.</p><p></p><p></p><p></p><p>Quite a few do, however. That's why the 'retrain your heroic feats' rule exists, where at level 11 you can train out heroic feats for higher tier feats, as prerequisites only care about -current- level, not about the level you'd have gotten that feat.</p><p></p><p></p><p></p><p>Perhaps they do, and I'm not disputing that. But again. Big Axe + Dwarf is a lot higher on the layers of obvious things to test than Reckless, Bloodclaw, etc.</p><p></p><p>And so far, they've only readdressed Veteran's Armor for balance purposes.</p><p></p><p>Maybe they figure heavier damage can be fun for some groups, and that the fundamental assumption that a DM is in charge should apply if things are problematic.</p><p></p><p></p><p></p><p>Yes, things do slip through, and mistakes are made. And it is quite possible that a weapon might have gone through and they went 'wow, why did we print that?'</p><p></p><p>Except the things you mention got fixed. The developer's attention was brought back to it, and it was fixed. And mordenkrad -has- gotten developer's attention after the fact. And the result of said attention was 'Yep, it works exactly as it says.'</p><p></p><p>So, the argument that it slipped through is rather shakey on those grounds. They've said 'Yes it works as intended.'</p><p></p><p></p><p></p><p>I agree, but just because they -can- do things differently for another class doesn't mean they didn't want things to work as they did for the -first- class.</p><p></p><p>Walk with me here. See, -maybe- the Assassin does things differently so you can see 'Oh hey, this is different!' Look at the Barbarian, Avenger, and Sorcerer. All strikers, none of which use the 'Do X more damage once per round' template. All use completely different ways of making their strikerness happen.</p><p></p><p>It's more reasonable to think that Assassins are a continuation of -that- trend rather than an attempt to 'fix' twin-strike.</p><p></p><p></p><p></p><p>But then again, they might leave them completely alone: After all, Talenta Weapon Training and Xen'Drik Weapon Training all follow the 'Gain exotic weapon proficiencies and +2 damage' sort of design.</p><p></p><p>Of course all this assumes that 'stuff does more damage' isn't intentional. Maybe Staff of Ruin -is- intentional. Maybe the crit-does-more-damage-stuff -is- intentional. Maybe they -do- want to offer items and feats that push the damage envelope a little further.</p><p></p><p>I mean, you guys kept bitching about the drag and grind of fights, so maybe they answered it with items that add more damage. Cause sometimes a player -doesn't- want tricks or stuff that adds 'options.' Some players just want 'more damage go' and those players need to be addressed as much as any other.</p><p></p><p>And if it's not appropriate to a game, the DM can and should say 'no' just the same as any -other- problematic effect.</p><p></p><p>Not every item/feat/class/power is designed for every game table, nor is it even a reasonable thing to ask for.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4951052, member: 71571"] Given that the Dragonborn gets 10 more levels of use out of it than the Dwarf, that means that +1 hit point has to make up for 10 levels worth of healing surge bonuses to 'make up for it.' Of course, +1 hit point is a drop in the bucket at 11th level. So 'more use out of it' is relative. +1 hp at 11th level vs 10 levels of heroic level adventure, having it without spending a feat. Yeah. Who gets the most use out of it? Was. Operative word being 'was'. Yes, but Con isn't as MUST HAVE THIS as it has been in previous editions. It's +2 hps and a single healing surge, and +1 to various other things. It's not even essential for defense. I concede this point. However... we're not talking about Martial Power's balance points. We're talking about PHB1. Cause that depends on number of swings per combat. So, sure. Add in 140/x to the Half Orc, where X is the mean number of swings per combat said Half-Orc takes. True. But I suppose I could tip the scales in the other direction if we're allowed to pull from later tomes. Goliath + Maul + GGW vs Mordenkrad + DWT. Hmmm. Quite a few do, however. That's why the 'retrain your heroic feats' rule exists, where at level 11 you can train out heroic feats for higher tier feats, as prerequisites only care about -current- level, not about the level you'd have gotten that feat. Perhaps they do, and I'm not disputing that. But again. Big Axe + Dwarf is a lot higher on the layers of obvious things to test than Reckless, Bloodclaw, etc. And so far, they've only readdressed Veteran's Armor for balance purposes. Maybe they figure heavier damage can be fun for some groups, and that the fundamental assumption that a DM is in charge should apply if things are problematic. Yes, things do slip through, and mistakes are made. And it is quite possible that a weapon might have gone through and they went 'wow, why did we print that?' Except the things you mention got fixed. The developer's attention was brought back to it, and it was fixed. And mordenkrad -has- gotten developer's attention after the fact. And the result of said attention was 'Yep, it works exactly as it says.' So, the argument that it slipped through is rather shakey on those grounds. They've said 'Yes it works as intended.' I agree, but just because they -can- do things differently for another class doesn't mean they didn't want things to work as they did for the -first- class. Walk with me here. See, -maybe- the Assassin does things differently so you can see 'Oh hey, this is different!' Look at the Barbarian, Avenger, and Sorcerer. All strikers, none of which use the 'Do X more damage once per round' template. All use completely different ways of making their strikerness happen. It's more reasonable to think that Assassins are a continuation of -that- trend rather than an attempt to 'fix' twin-strike. But then again, they might leave them completely alone: After all, Talenta Weapon Training and Xen'Drik Weapon Training all follow the 'Gain exotic weapon proficiencies and +2 damage' sort of design. Of course all this assumes that 'stuff does more damage' isn't intentional. Maybe Staff of Ruin -is- intentional. Maybe the crit-does-more-damage-stuff -is- intentional. Maybe they -do- want to offer items and feats that push the damage envelope a little further. I mean, you guys kept bitching about the drag and grind of fights, so maybe they answered it with items that add more damage. Cause sometimes a player -doesn't- want tricks or stuff that adds 'options.' Some players just want 'more damage go' and those players need to be addressed as much as any other. And if it's not appropriate to a game, the DM can and should say 'no' just the same as any -other- problematic effect. Not every item/feat/class/power is designed for every game table, nor is it even a reasonable thing to ask for. [/QUOTE]
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