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<blockquote data-quote="tiornys" data-source="post: 4738506" data-attributes="member: 17633"><p>The true problems don't arise in your kind of group, any more than they arise in keterys's kind of group. Both of those groups are composed of people with similar priorities, so their relative balance stays the same. The problems occur when three people from keterys's group get together with two people from your group and start gaming with their level 16 characters.</p><p></p><p>At that point there's a very noticeable difference in combat capability between the characters, to the point where the math prudent characters dominate combat at the expense of the RP prudent characters. This leads to a less fun experience for everyone.</p><p></p><p>4E isn't quite to the point where the DM has to bend over backwards to present a challenge that is powerful enough for the reasonably optimized people but not too powerful for the reasonably built but unoptimized people. These feats, however, are a huge step in that direction.</p><p></p><p>That's the core of my problem with these feats. They are too powerful for 4E feats. Having options that are too powerful in comparison with the other available options creates potential problems with in party balance. The game <em>shouldn't</em> be about trying to keep up with your teammate, and in general 4E is excellent at avoiding this. With these feats, unfortunately, 4E failed at that goal.</p><p></p><p>t~</p></blockquote><p></p>
[QUOTE="tiornys, post: 4738506, member: 17633"] The true problems don't arise in your kind of group, any more than they arise in keterys's kind of group. Both of those groups are composed of people with similar priorities, so their relative balance stays the same. The problems occur when three people from keterys's group get together with two people from your group and start gaming with their level 16 characters. At that point there's a very noticeable difference in combat capability between the characters, to the point where the math prudent characters dominate combat at the expense of the RP prudent characters. This leads to a less fun experience for everyone. 4E isn't quite to the point where the DM has to bend over backwards to present a challenge that is powerful enough for the reasonably optimized people but not too powerful for the reasonably built but unoptimized people. These feats, however, are a huge step in that direction. That's the core of my problem with these feats. They are too powerful for 4E feats. Having options that are too powerful in comparison with the other available options creates potential problems with in party balance. The game [i]shouldn't[/i] be about trying to keep up with your teammate, and in general 4E is excellent at avoiding this. With these feats, unfortunately, 4E failed at that goal. t~ [/QUOTE]
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