You're making an argument that the system is broken because you don't want to play characters with close to the suggested build numbers.
Yes, that is exactly what some are suggesting:WalterKovacs said:Are you honestly suggesting that an errata that applies to nearly every monster (except for those level 1 through 4 basically) is really cleaner? Would new monsters have the errata built or would it use the old math and just have the DM always cut the defenses in all situations.
As you say, probably a better choice, although not identical in consequence.WalterKovacs said:An errata to give the PCs a boost to their attack at each level ending in 5 would be another example that would be a lot easier. It's easier to change a character sheet than a monster stat block.
You may be right. It may be the case that the 1/2 level bonuses to attacks, defenses, and checks is just enough to keep almost all characters in play, as long as they don't make totally stupid choices. After all, a major design goal of 4E is that it be accessable and playable by a broad variety of players, many of whom will not have a solid grasp of probabilities and their consequences.grickherder said:This is so less of an issue in 4th edition than it is in previous editions. In 4e you design encounters for the group.
This difference between 4E and 3.X is day and night, and one reason I have been converted to the 4E gospel. However, I don't think it's clear yet that 4E is really as robust as Hasbro claims, and as new powers and combinations enter the game, it will become increasingly untrue.grickherder said:3.x definitely had some problems where one character could be so amazing and another so terrible that you couldn't challenge one withou killing the others. With the advent of roles and the inability for a party to function as a bunch of individuals who don't work together, 4e has pretty much solved this problem.
Most of my character concepts appear to require 2-3 capability feats, then they want feats that improve what their capabilities do. Since attacking is what most characters do, I see taking Expertise around 6th level. That may be a problem, if it's the first general combat improvement feat that almost everyone takes.grickherder said:I can give you lots of examples where I definitely won't be taking expertise at level 1. My assessment of expertise is that I can see myself taking it with most builds by level 15 or level 25. As I've said before, something I take more than half way through a characters advancement cycle is hardly the best thing ever.
I sure hope you're correct, because I am a big fan of flexibility over focus. Many of my initial character concepts involve 16 stats, and I feel that if D&D 4E can't stand 16s, the game is flawed.WalterKovacs said:With a 16, a player can take steps to increase their accuracy, like taking a weapon with bonus to proficiency.
I wish I could have a feat every level. I can never have enough feats.WalterKovacs said:Feats aren't really that scarce, but they are scarce enough for people to complain about feat taxes.
This is why every character I design has two engines: combat and roleplay (mostly skills). I optimize the combat engine well enough to support the roleplay engine, and the result is a balanced, playable character. My combat engine will always select Expertise as soon as practical.WalterKovacs said:More to the point though. If a player is playing a sub-optimal character because of concept/flavor reasons, they are probably going to be frustrated by being ineffective against monsters, but are unlikely to be frustrated that their suboptimal character is suboptimal compared to an optimized character. If they were actually that upset ... they'd likely be trying to do things to optimize their character and close the gap, etc ... in which case there wouldn't be a problem.
On the contrary, as level rises, combats last more rounds, and at-wills become a larger portion of your damage output. This is a big reason powers that activate on a critical hit become more attractive as level rises.MLund said:A flat bonus to your At-Will spam attacks, however, isn't something this Feat really needed to do, IMO.
Another intriguing option, but probably too much hassle, if, like armor, there are a variety of such materials.Bayuer said:Like someone wrote on WoTC forums. Make Masterwork Weapons and add them +x to hit (+1 on magic weapn +2, +2 on magic weapon +4, and +3 on magic weapon +6 or so).
While it bothers me too, I see absolutely no way around it. Even if some of the developers refuse to admit it to themselves, power creep as marketing will continue, unless management takes a strong stand against it, and I deem that unlikely under Hasbro.AngryPurpleCyclops said:This really bothers me. I'm a business owner so I understand the economic realities but power creep as a sales tool destroys the game. It's really awful if PHB1 classes are made obsolete by future releases. The ability to retrain feats and powers could also be a slightly underhanded way of tempting players to buy splat books and "power up" their existing pc's.
Exactly. Some strong optimizers argue that Expertise will be almost always taken at 1st level, and if true, I think we'd all agree it's broken. Others, like me, believe it will be almost always be taken around 6th level, and think it may be broken. Still others conclude that Expertise will be effectively mandatory at 16th level, but disagree on how bad this is.AngryPurpleCyclops said:The verbiage "must have" is simply too ambiguous for this forum in this circumstance because it leaves too much room for interpretation.
I believe the answer is three, including capability feats, such as Quick Draw and Multiclassing, which your character concept may require to work mechanically.AngryPurpleCyclops said:The more intellectually honest question is something like this: if I'm trying to optimize my pc for combat how many feats could I justify taking before this.
Exactly.AngryPurpleCyclops said:There's a problem with a feat that is better or equal than others in 100% of the possible situations AND it's easier to take (no prereqs) AND it stacks. You can't make any valid argument to support taking nimble blade before this and nimble blade has a pre req and 2 conditions to gain it's benefit. Precise hunter? combat reflexes?
Yes, exactly what is the counter argument to that? If there is none, then Expertise is too good.Fedifensor said:Anyone who compares Weapon Expertise to Nimble Blade can see that balance is out of whack...and Nimble Blade is (or was) considered a 5-star feat for rogues.
This is a very good counter-example.Fedifensor said:If we're going to play "imagine this scenario", let me offer a counterexample.
The group of players are going through a published module, and having a difficult time with it. Then, the PHB 2 comes out, and most of the group uses the retraining rules to take Weapon Expertise or Implement Expertise. With this new option, they have an easier time, and feel more useful. Great, right?
However, in the process, one character drops a Skill Training feat, even though it was appropriate for his character. The swordmage still misses too often with his implement powers, because he could only swap out one feat with retraining. The dragonborn misses too often with his Dragon Breath, and has no way of correcting this deficit. Finally, one player feels that retraining is silly, and therefore won't take the feat for his character until a new feat slot becomes available.
In short, while the group is better off from this new feat, there is a disproportionate hardship from taking that feat depending on the character (and the player). Some are sacrificing character conception, some have to pay more for the same value, some have marginalized abilities because there is no balancing feat for them, and one is marginalized because he won't rewrite his character to add in the feat. Suddenly, some people aren't feeling like they're contributing their fair share to the group, through no fault of their own. How is this situation better than simply fixing the core problem, which is the scaling issue?
Which is why, probably 2-3 years from now, older material will start "aging" out of 4E, like older blocks "age" out of Magic.AngryPurpleCyclops said:Everything is more homogeneous in 4e so far because we haven't had the power creep and broken combos that inevitably surface once 20 splat books are released. Don't be surprised if this changes. Bloodmage combos already had to be errata'd for instance. You're deceiving yourself that this isn't still a problem.
That's certainly a clear alternative. I am not sure how viable it is, I don't have enough experience DMing 4E to judge for myself.grickherder said:My proposal for an alternative to expertise is an errata to the encounter design section of the DMG so that it discourages high defense monsters, solo soldier encounters and monsters of 7 levels higher than the party, effectively making it easier for the PCs to hit without the need for spending a feat on it.
I'll second that. In my experience, the players of a game devote far more resources to understanding the mechanics of a game and their consequences than the publishers do. Further, non-mechanical considerations, such as deadlines, budgets, and marketing, tend to dominate decision making, as you would expect in a business. Quality is almost never Job #1.Cailte said:it just supports the idea that WotC really didn't understand the implementation of their own game fully when they wrote the final print and released the books.
Hasbro's best work is with CCGs, and they have and will continue to bring that experience to bear upon 4E.AngryPurpleCyclops said:Power gamers are actually the best play testers since they are vastly more likely to search out broken combo's, undercosted, overcosted, etc. This works for CCG players as well.
That this was their intention was immediately clear to me upon my very first reading of the PHB, when I read Generating Ability Scores, Method 1: Standard Array. Currently, my favorite starting array is 16, 16, 12, 12, 10, 8, and I sure hope 16s are playable.AngryPurpleCyclops said:My supposition is that the game was designed to have a 16 ability score in the primary stat (before racial mods).
I don't know any daily that is simply wasted if you miss.
There are 9 months of publications that you'd have to go back and fix under your solution. All the published modules, LFR modules, issues of Dungeon...your solution is simply not practical. Giving a +1 per tier bonus fixes the issue without that complication.The hilarious thing is that my advocacy for using monsters with lower defenses is effectively the same thing as giving the players a flat bonus. My emphasis on encounter design as the solution is the same as giving a flat bonus because the net effect is the same as far as percentage-to-hit goes.
The MW implementation is much better than the Feat implementation, but it's still flawed in a couple of ways when compared to the flat background bonus or reduced monster defenses fixes. The major flaw is that several powers, notably a couple of racial abilities and elemental themed Paragon path powers, don't use weapons or implements. These powers become weaker in a MW world. Less relevantly, many characters have a primary weapon/implement, and a backup weapon/implement for specialized useage. These backups are typically +(X-1) when compared with the primaries, but under the MW system, there will be stages where the backups are effectively +(X-2) because they fall across the MW tier break. I don't like either of these effects, so I'll be going with the flat background fix.Put me in the MW weapons/implements camp. I think that would have been a much better "fix" for any perceived problems.
That's a lot more complicated than +1 per tier. No calculations, just add it when you make the level. The MW system is flawed for a lot of reasons. We're already putting a lot of pressure on the magic item system to "keep pace" and make sure everyone is getting +X at certain stages but there are going to be lots of exceptions on magic items. The +1 per tier corrects more uniformly and doesn't punish powers without the implement/weapon keywords.Yes, that is exactly what some are suggesting:
Proposed Monster Manual Errata:That's it: two sentences, easily remembered, easily applied on the fly, problem solved. Without essentially requiring all characters to take a feat, or for some builds, multiple feats.
Tier Gap Penalty: For monsters between levels 5 and 14, reduce all their defenses by 1. This penalty increases to -2 for levels 15-24, and -3 for monsters 25th level or higher.
I'm not sure this is correct. By level 9 a pc has 3 dailies and 4 encounters, not including magic items. This means the PC can reliably fire 5 rounds in nearly every encounter with a more powerful effect. At level 2, you can fire something other than an at will only once per encounter unless you burn your daily. I would say that much more damage comes from encounters and dailies the higher level you get (though at level 21 there is a shift on the graph due to at-wills getting pumped.)On the contrary, as level rises, combats last more rounds, and at-wills become a larger portion of your damage output. This is a big reason powers that activate on a critical hit become more attractive as level rises.
I'm sadly forced to agree. I'll just refuse to buy more material at some point (as soon as i see that the original material is becoming obsolete) and cap the campaign there. I like having 20 classes to choose from it makes party builds so much more varied, but only if all 20 classes are viable.While it bothers me too, I see absolutely no way around it. Even if some of the developers refuse to admit it to themselves, power creep as marketing will continue, unless management takes a strong stand against it, and I deem that unlikely under Hasbro.
I think type two was created to level the playing field between the old school players who had the power 9 and those that didn't. The upside was that they could keep moving type II forward to new material so the market was never saturate and people always needed new cards. This kept tournament play economically viable for new players (allowing an expanded market) as they could join at any point and not have to worry about catching up with collections that were massively deeper than theirs.I think 4E will eventually follow the Magic Type II model, where older material automatically "ages" out of the system as new material is introduced.
Yup.Others, like me, believe it will be almost always be taken around 6th level, and think it may be broken.
16's are probably the most common primary stat, then coupled with a race that enhances primary stat for a cheap 18. I prefer, 16, 14, 13, 13, 12, 8, but it's similar and depends on where your second +2 winds up.That this was their intention was immediately clear to me upon my very first reading of the PHB, when I read Generating Ability Scores, Method 1: Standard Array. Currently, my favorite starting array is 16, 16, 12, 12, 10, 8, and I sure hope 16s are playable.
pretty good point, the 10% slide is not totally broken but this fails to address that N+7 monsters are part of the game. when you're 21st level you'll potentially be swinging at 41-44AC with only a +5 weapon, +6 stat, +10 level, +3 prof. +24 vs 42 AC is not promising. Suddenly that +2 is a lot more important.I think the problem being addressed is not really a significant problem.
A lot of the resources and options they have are already being factored in. More options for what kind of attack and more damage from those attacks, sure, but the attacks still need to hit. yes against the bbeg you need to work to get penalties on him or gain flanking (by definition the solos are suffering from limited actions per turn compared to mobs and more injured by debilitating effects)I think the problem that the feat is trying to fix is somewhat illusory. Epic PCs should have so many different resources and options that they can make up for 40% range chances to hit.
This is trying to sweep the math problem under the rug and blame encounter design in it's stead. DnD is a very very stale game if every encounter is X number of level N monsters where X is the party size and N is the party level. One of this designs most elegant features is the encounter design methodology. The ranges of levels both for overall encounter and individual threats coupled with the exp budget is a masterful piece of work. Anyone who has ever designed a game or worked on balancing games, can see the genius in the system. It gives the widest possible range for DM's to be creative and unique with while still preserving balance. This allows for encounters with a lot of texture/flavor/granularity.I also think that DMs can be lured into the concept of throwing monsters 2+ levels higher at the PCs at lower levels and then suddenly realizing that as the range gets narrower at the top, the game changes a bit and requires not so many encounters that are levels tougher than the PCs. DMs might also throw a few lesser foes in with solos more often at lower levels. This probably should not be done at the highest levels. These type of DM habits sound more like the real culprit here.
The designers have basically admitted that there's a gap in their math. The players have known this for a while, you're free to ban anything you like in your game but suggesting the problem isn't real is plainly false.Expertise will probably be disallowed in our game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.