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Tactical Feats (for all classes)
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<blockquote data-quote="Forrester" data-source="post: 4274132" data-attributes="member: 1279"><p>The first feat is weak, and the second is super-mega-weak -- even for 4E . . . +2 to hit once/encounter is just lame. </p><p></p><p>Looking at the increase-damage feats, figuring the average encounter lasts 6-10 rounds, I'd guess that on average they increase damage by about 8pts/combat, maybe a little more. The first increases it by 3.5pts, the second, by, ugh, maybe a couple of points at best. (Some guy doing 20pts with an at-will will hit 10% more often, once, meaning 2pts more.) </p><p></p><p>I'm not saying that every new feat should follow exactly the same guidelines, probably bad to allow characters to just pile up a huge number +8 damage/combat feats, but these . . . meh. For the 2nd one I'd say +5 to hit, for the 1st . . . maybe change [W] to [2W] or somesuch. Or leave it as it is, maybe, but it's kinda weak.</p></blockquote><p></p>
[QUOTE="Forrester, post: 4274132, member: 1279"] The first feat is weak, and the second is super-mega-weak -- even for 4E . . . +2 to hit once/encounter is just lame. Looking at the increase-damage feats, figuring the average encounter lasts 6-10 rounds, I'd guess that on average they increase damage by about 8pts/combat, maybe a little more. The first increases it by 3.5pts, the second, by, ugh, maybe a couple of points at best. (Some guy doing 20pts with an at-will will hit 10% more often, once, meaning 2pts more.) I'm not saying that every new feat should follow exactly the same guidelines, probably bad to allow characters to just pile up a huge number +8 damage/combat feats, but these . . . meh. For the 2nd one I'd say +5 to hit, for the 1st . . . maybe change [W] to [2W] or somesuch. Or leave it as it is, maybe, but it's kinda weak. [/QUOTE]
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