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Swordsage: The Complex Fighter
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<blockquote data-quote="Ashkelon" data-source="post: 6366256" data-attributes="member: 6774887"><p>Sorry to break it to you Sacrosanct, but you started the table flipping example when resonding to Jack_the_Lad about "tactically interesting choices" in combat.</p><p></p><p>The Heavy Armor Mastery feat has nothing to do with tactically interesting choices in combat.</p><p></p><p>I came in later and said that dealing damage is almost always the superior choice. Dealing damage requires your action, choosing a feat does not "deal damage". Clearly, I was also talking about tactically interesting choices in combat.</p><p></p><p>Furthermore, I also showed you how at high levels, HAM is worse at keeping the party alive than +2 strength, even if everyone chooses that feat. (If everyone can't choose that feat, it doesn't matter all that much as someone will be KOd or run out of spells before you anyway requiring the whole party to rest anyway).</p><p></p><p>Edit: besides, you still havent addressed the three ACTUAL points of my argument and you are instead focusing on non-issues that I really don't care about. If you find improvisation is good enough to give you tactically interesting choices in combat, more power to you. Don't let the math tell you otherwise. But some of us have actually done the math or actually care about having options that aren't at the whimsy of the DM.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6366256, member: 6774887"] Sorry to break it to you Sacrosanct, but you started the table flipping example when resonding to Jack_the_Lad about "tactically interesting choices" in combat. The Heavy Armor Mastery feat has nothing to do with tactically interesting choices in combat. I came in later and said that dealing damage is almost always the superior choice. Dealing damage requires your action, choosing a feat does not "deal damage". Clearly, I was also talking about tactically interesting choices in combat. Furthermore, I also showed you how at high levels, HAM is worse at keeping the party alive than +2 strength, even if everyone chooses that feat. (If everyone can't choose that feat, it doesn't matter all that much as someone will be KOd or run out of spells before you anyway requiring the whole party to rest anyway). Edit: besides, you still havent addressed the three ACTUAL points of my argument and you are instead focusing on non-issues that I really don't care about. If you find improvisation is good enough to give you tactically interesting choices in combat, more power to you. Don't let the math tell you otherwise. But some of us have actually done the math or actually care about having options that aren't at the whimsy of the DM. [/QUOTE]
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