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General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerors, daggers, and post essentials expertise feats
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<blockquote data-quote="Mengu" data-source="post: 5488163" data-attributes="member: 65726"><p>They are not hurt, but there is an obvious advantage to those that do get the cool and nifty expertise feats. Spear, light blade, and staff in particular are fairly potent expertise feats. It's not just the dagger sorcerer that got left out in this regard. In my game, half my party, a totem user, a holy symbol user, and a dagger user didn't get an essentials caliber expertise feat. Previously I was giving expertise for free, between the new CB, and this imbalance of expertise feats, I ditched the free feat, and am just adjusting monster defenses accordingly.</p><p></p><p>Here is a quick list of expertise issues that need to be taken care of for existing classes:</p><p></p><p>Dagger implement (for sorcerers, pact dagger warlocks, and maybe some small swordmages)</p><p>Light/Heavy blade implement (swordmages, and some multiclass or AIP users)</p><p>Totem (Shaman and Druid though the Druids prefer staff typically)</p><p>Holy Symbol</p><p>Ki</p><p>Tome</p><p>Spear implement (for Alfsair spear)</p><p>Hammer implement (for pact hammer/disrupting hammer users)</p><p>Mace implement (Totemic Warclub, etc. yes this is getting ridiculous)</p><p></p><p>And there is the issue of separate implement and weapon users, which versatile expertise used to take care of, namely Paladins. </p><p></p><p>And there is the odd two implement user such as wizards with an orb and a staff (there is no equivalent of Master at Arms for the implement user).</p><p></p><p>I don't think Essentials "got it right", on how to handle the expertise tax.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5488163, member: 65726"] They are not hurt, but there is an obvious advantage to those that do get the cool and nifty expertise feats. Spear, light blade, and staff in particular are fairly potent expertise feats. It's not just the dagger sorcerer that got left out in this regard. In my game, half my party, a totem user, a holy symbol user, and a dagger user didn't get an essentials caliber expertise feat. Previously I was giving expertise for free, between the new CB, and this imbalance of expertise feats, I ditched the free feat, and am just adjusting monster defenses accordingly. Here is a quick list of expertise issues that need to be taken care of for existing classes: Dagger implement (for sorcerers, pact dagger warlocks, and maybe some small swordmages) Light/Heavy blade implement (swordmages, and some multiclass or AIP users) Totem (Shaman and Druid though the Druids prefer staff typically) Holy Symbol Ki Tome Spear implement (for Alfsair spear) Hammer implement (for pact hammer/disrupting hammer users) Mace implement (Totemic Warclub, etc. yes this is getting ridiculous) And there is the issue of separate implement and weapon users, which versatile expertise used to take care of, namely Paladins. And there is the odd two implement user such as wizards with an orb and a staff (there is no equivalent of Master at Arms for the implement user). I don't think Essentials "got it right", on how to handle the expertise tax. [/QUOTE]
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Sorcerors, daggers, and post essentials expertise feats
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