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The best of feats, the worst of feats...
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<blockquote data-quote="KarinsDad" data-source="post: 4362732" data-attributes="member: 2011"><p>Initiative is critical in 4E. Most creatures in the MM have good Dex (14+ and many considerably above that) and some creatures get a bonus to Init of +2 or +4 as well.</p><p></p><p>Not all PCs have such high Dex. Improved Initiative or Quick Draw should be on most player's lists for 4E. It's much more useful than in 3E, just because the monsters are so quick in 4E.</p><p></p><p>Without Improved Initiative or Quick Draw in the party, the average monster Init will typically be greater than the average PC Init and that chews up resources. It especially does this in combination with Surprise Rounds.</p><p></p><p>Out of five PCs in our group, one PC has Improved Initiative (Wizard) and one has Quick Draw (Ranger, used for quickly switching from bow to sword) at second level.</p><p></p><p>Danger Sense is almost as good than Improved Initiative for the most part, but it's even better to take both feats.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4362732, member: 2011"] Initiative is critical in 4E. Most creatures in the MM have good Dex (14+ and many considerably above that) and some creatures get a bonus to Init of +2 or +4 as well. Not all PCs have such high Dex. Improved Initiative or Quick Draw should be on most player's lists for 4E. It's much more useful than in 3E, just because the monsters are so quick in 4E. Without Improved Initiative or Quick Draw in the party, the average monster Init will typically be greater than the average PC Init and that chews up resources. It especially does this in combination with Surprise Rounds. Out of five PCs in our group, one PC has Improved Initiative (Wizard) and one has Quick Draw (Ranger, used for quickly switching from bow to sword) at second level. Danger Sense is almost as good than Improved Initiative for the most part, but it's even better to take both feats. [/QUOTE]
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The best of feats, the worst of feats...
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