Don't kid yourself. Whether it's Magic the Gathering or Dungeons and Dragons, power creep is in no small part intended to increase Hasbro's sales volume.
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. Personally I'll buy a new book for the variety of pc choices, but if I sense that it's an ever increasing creep I'm much more likely to limit the game to books xyz and not allow any outside powers, feats, skills, items.
It would be like arguing that the attack disparity is negated by using a taclord. It means that every epic party must have a taclord. Regardless of whether anyone wants to play one or not.
taclords are abused on forums as a "modifier" a lot of the benefit from taclords is offset by their personally unimpressive abilities. If you have a different character not pumping up your striker but doing his own damage your expected average outcome is still probably the same. The taclord argument fails to subtract the lost utility of 20% of your party in directly contributing to the encounter and just benefits the striker as having higher damage.
The point is that any character without this feat simply won't be as efficient as those that do. That's all that needs to be considered when judging its power.
Exactly. Hard to reasonably argue at all after 16th level about this feat.
I'm saying that there are a number of reasons not to take this feat, and your character may in fact not be worse of mechanically across the whole spectrum of the game because you don't have this feat.
Define mechanically. The mechanics remain the same it's your efficiency that's significantly impacted. Once you reach +2 to hit, you've reached a point where it's impossible to deny the overwhelming superiority of this feat. It was already superior at +1 but +2 is off the charts.
Put 2 characters with the same equipment and the same attack stat and attacks side by side and the one with this feat will be marginally better at hitting in combat. The size of that margin will depend on the value of the defences the monsters they are fighting have.
over the life of the character this margin starts widen and the law of large numbers make it increasingly likely that the pc without the bonus will die in a situation where the pc with the bonus would not have.
The definition of "must-have", in my eyes, is a measure of effectiveness.
The definition of must have is one of the reasons this thread is going on endlessly. Must have in a utility sense it's obvious that this feat qualifies but must have in a "completes my vision" sense it's not so cut and dried. The verbiage "must have" is simply too ambiguous for this forum in this circumstance because it leaves too much room for interpretation.
Only on the characters created by players that value effectiveness. There will always be people who choose not to take an option no matter how good it is.
I agree. This is a clearer way to say "must have". This feat is probably in the top 3 or 4 in terms of "combat effectiveness" in virtually any build.
Say we multiplied the races by the classes (and their sub builds) and came up with a number of rough builds that one could make. What do you suppose the choice number would be for this feat for most of the builds? At what choice would it have to be in order for it to be considered a "must have" or "broken" or "a patch disguised as a feat"? First choice? Second? Fifth? Tenth? Fourteenth?
this is sort of disingenuous as it leaves room for interpretation. 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.
The other question allows you to slip in a "concept" as a reason not to take the feat which doesn't really have relevance when deciding if this is a "must have". Obviously if your concept relies upon a lot of feats then this isn't a must have to meet your "vision". That argument doesn't change the fact that this feat has more average combat utility than any other.
My opinion is that if it's not first or second in the majority of the builds, it's not a must have/broken/disguised patch. Because if it's 3rd, or 5th or 8th or whatever, that's an awful lot of feats that beat it out. Even if 99% of characters out there end up with it by level 26 that means that up to 15 other feats beat it out for a player's choice before that +3 just became too tempting.
While I understand your point this isn't the best angle to view things from. Take for example the fact that there is no possible way to argue that 10 existing feats are better. 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?
Another thing to remember is that feats are tied to concept. I want to play a warlock/wizard gnome, for example.
This deflects away from the discussion. Your comparing flavor to efficiency. I can make the choice to golf with left handed clubs because I like the challenge or think it's amusing but it won't make me a better golfer.
In any case, if the intent were simply to fix the gap, applying a tier penalty to monster defenses would be simpler and leave more feat choices available to characters.
or just errata +1 to hit at every tier. Why correct every page of the monster manual when you can add one correction?
I too believe most of the best DnD is in the low to mid levels. Clearly subjective but I would rather be fighting against a band of ogres or a local crime lord than be a demigod slaying orcus, high fantasy save the world stuff and spells like wish kind of break the game in terms of fun and enjoyment IMHO.
I think once most characters have 3-4 feats under their belt, they will be hard pressed to find anything nearly as good as Expertise.Every D&D campaign I've ever been in, no matter how much roleplaying was going on, has turned on the meat of combat. D&D is distinguished by being very combat centered.
Failing to take it will definitely have a significant impact on your relative value to the party.
You have one daily until level 5. Getting +3 to hit with that daily > +1 to hit with that daily. In other encounters, you have 1 or 2 encounter powers, again giving you very few options to add the +3 to. Having the most important powers be even more accurate can at least be comparable to having all your powers more accurate. This depends on whether you want higher damage output on average per round, or want to hit with your daily/encounter power.
It's not mathematically accurate to suggest action surge will yield more benefit than expertise. Not even close in fact. More importantly, you must be human to take action surge and humans get an extra feat, so if you really felt strongly action surge was the bomb you could take both.
Action Surge, for example, gives a greater bonus than Weapon Expertise until level 25. If the goal is "hit with daily powers" then it does that job better.
Action surge is usable only once every two encounters and forces you to use your action point on attacking with a daily to gain this benefit. WE is usable on every attack in every combat and this is a factor of about 15 to 1. Even if you weight the daily as being 3 times as good as any other power this means 15 to 9 advantage for WE. Forget about the fact that in encounter 2 you might also have a daily to be used.
Some of them are not mechanically inferior to Weapon Expertise. More so, the extra damage from the racial weapon specializations will arguably give more damage per round than a slight increase in accuracy.
this probably isn't even true in heroic tier and certainly isn't true in paragon or epic and ignores the additional benefit of statuses that more hits also create. Only the dwarven bonuses are likely to be on an optimized character. Is eladrin the race of choice for sword mages?
For example a multiclass feat gives a skill AND an additional power.
and thus you can only take one of them.
The problem is that many, many people in this thread and similar ones elsewhere assume that there is only one player type/motivation. Power Gamer. That the only proper/real/true motivation for choosing a feat is to enchance the characters in-game potency and that any choice made out of a different motivation or from the stance of a different player type is somehow sub-optimal, will produce a "terrible build" or is just generally the wrong way to go.
This is overselling the position with hyperbole. The point being made here is that WE has an overwhelming combat effect relative to other powers. This doesn't just pertain to power gamers it it's germane regardless of your style of play because DnD is pretty combat centric.
In your use of "feat sink" you're demonstrating certain priorities again (specifically of the power gamer variety). By what criteria do we consider spending so many feats on multiclassing to be a "feat sink"?
This seems pretty obvious. It takes 4 feats (3 of which give no benefit other than allowing you to pick a power from an expanded list) to fully multi class. If we can agree that each feat has an opportunity cost associated with it, then he term feat sink replies to the very large cost of using 4 feats to gain 1 skill, one bonus and allow 3 powers to be swapped for powers of a relatively equivalent power.
Such criteria are meaningless for those who are not prioritizing power gaming or min-maxing to the degree you are.
You're using a straw man argument. Misrepresenting the position of the other debater in order to attack the modified version. We're talking about utility not that you have to min max or power game just that this feat is so superior it's impossible to ignore the fact it's superior. You're obviously free to choose any feats you want within the rules but it's impossible to deny that choosing other most other feats instead of this one doesn't have a significant impact on effectiveness.
I'm not convinced it's better than all the alternative feats.
What would convince you? It may not be better than any feat for any build but that doesn't preclude it from being a problem. If it's in the top 4 combat feats for every build is that not a problem? Is there another feat that's in the top 4 combat feats for every build?
For example, a 1st level wizard might be better off with leather armour proficiency.
I agree with this. Name 3 other feats that give more combat benefit for a wizard. My wizard took leather armor at 4th because I wanted to play a fire wizard. I'm at least part power gamer at heart but I like to have a "vision" of my character too so I took astral fire(though not optimal it's the flavor I wanted and goes with my back story) at 1st and multiclass cleric at 2 (a choice with an eye towards surviving combats)
At level 15, it becomes very attractive though. And at 25, even more so. I don't think that something you'll probably want to include by half way through the advancement cycle is somehow a "must have" though. I don't think that qualifies it as better than all the other combat related feats.
two problems with this. First when you say "probably want to have" that belies the fact that there's simply no other choice that even remotely compares after level 15. Second at level 25 and up this feat is irreplaceable, nothing else is even in the ballpark. Just because something isn't broken till the upper levels doesn't make it ok. Characters without it will be attacking at the level of a pc 4-6 levels lower. If your 7th level pc was hitting like a 1st level pc vs 7th level monsters would you think things were broken?
It allows those who want to make a MAD build more viable in combat.
won't the DM have to pump up the encounter difficulty to challenge the pc's who do have this feat thereby keeping the strain on MAD challenged builds?
Either the math for the game was fine before, which means the Expertise feats are unbalanced, or the math wasn't fine, and the Expertise feat is the wrong way to fix the game.
Sums it up quite nicely.
I disagree that everyone needs to prioritize effectiveness in that combat system above other considerations.
No one said it had to be above all other concerns. Everything in building a pc has opportunity costs. The point is this feat is so good that nearly every character will eventually pick it regardless of build or concept. What other feat has that property? Maybe improved init is close but I would guess it's about 70-80% of all builds will take it. Expertise has to be above 95% by level 16.
DMs that put monsters of higher level than the PCs in their encounters.
the game is designed for pc's to face monsters of up to 7 levels above their own. If you're playing builds with a 15 in their primary stat and thinking this feat is not that important I can see why you don't want to be involved with encounters like this, but you're really making our point more than yours here.
I don't consider them no brainer/must have choices unless the DM is designing grindy encounters. As well, there's not a lot of actual play posts where people are complaining about missing in the epic tier. Mostly people complain that epic combats are too easy.
You're disparaging encounters that don't fit the mold you prefer as "grindy" but a lot of people are 180 degrees out from you and feel that encounters that don't seem to have a significant chance of pc's dieing are the real grind. There's a lot of variables not being accounted for when describing people complaining about epic being too easy. Magic item's are a big problem at the highest levels of DnD. They always have been. More importantly is the DM challenging them and running the monsters in an intelligent fashion?
Right. According to what criteria does once consider the feat "eaten"? People take feats to accomplish things with their characters. If those feats accomplish those things, then it doesn't matter if some guy on the internet says it's sub-par or a poor build because it doesn't give the best bang for the buck for what the guy prioritizes. If I don't care about prioritizing combat potency and am happy with my character's baseline abilities, attack stat, etc., and I sacrifice feats that would give me an effect I want to take combat feats, than those combat feats are a feat sink.
No, I don't think I can be convinced to join the "Expertise! Oh no! It's the end of the world!" crowd. You're right about that.
This is mostly hyperbole and superfluous fluff. You seem to be purposely misconstruing the obvious definition of "feat sink" in order to muddy the water.
I like weapon/implement expertise. It accomplishes a lot of good things for a lot of different players with different goals.
It makes taking a class with a race that doesn't have a bonus to the primary attack stat more viable.
No it doesn't.
It can compensate for bad DM encounter design (monsters with too high defenses for the PCs-- see the only you can prevent grindspace thread).
no it can't.
It makes more class/race combinations/builds viable.
no, it really doesn't you'll be equally far behind. In fact it makes less builds viable because it's lowering your feats by 1.
It makes more attribute distributions viable.
no, you'll be equally far behind.
It can allow for a +1 to hit when a player who's new to the game didn't make optimal choices during character creation.
this proves that introducing the feat to the game only widens the potential gap between optimized and non optimized characters. That's bad.
Quite frankly, the upsides to these feats are staggering. And the downsides? That some power gamers are going to consider it an auto-include? I think I'll live.
Just because you misunderstand a negative doesn't make it a positive it just makes you incorrect.
It takes feats to do paragon multiclassing. That was the point, plain and simple. Smeelbo was saying that despite the fact he's never seen a paragon multiclass that he likes, even if there is one out there that he would like if he knew it, it's undeniable that paragon multiclassing uses up a lot of feats, i.e. is a feat sink.
seems pretty straightforward. this guy is good
The problem here is that it fails ME. I don't want to take the same feat with every character I make, because it is such a good feat that I'd be severely limiting myself if I don't take it. In fact, unless I desperately need an armor feat because I start with cloth or need to move up to heavy armor because my build lacks an AC stat, I'll probably take expertise at first level with 80%+ of my future characters. I'm basically saying here that the only thing better than +1 to hit, is +2 or more to AC.
Exactly.
And NO ONE should fool themselves into thinking DnD was ever a game that wasn't about killing things and taking their stuff. There are few things other than combat I need rules about in an RPG. Most of the rules are for combat, most of the feats too, and most of the feats and powers you choose are going to be for combat.
I would argue that based upon your play style DnD is primarily a combat game set in a fantasy role playing back drop. The amount of rules devoted to combat in one form or another is probably 3 or 4 to 1 relative to other rules.
On a related note, if you ever read a story from the monsters perspective PC's are effectively a band of thugs raiding and pillaging helpless orc villages

HALO 3 monsters all call the hero "demon".
Or more simply "good" is us (humanoids) killing/robbing them at every opportunity and "evil" is them killing us...