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<blockquote data-quote="Jester David" data-source="post: 6826917" data-attributes="member: 37579"><p>Of course it's not true. That was the point of the obvious hyperbolic argument. </p><p></p><p>And if a fighter doesn't have that great attack, then using his Action Surge for other actions is an alternative. </p><p></p><p></p><p>Doubling would be game breaking. Stacking a +1 magic weapon with a +3 inherent bonus in mid-paragon would not. </p><p>You received magic items earlier in the game than when you got inherent bonuses. And often you'd be getting items of the next plus prior to getting the next inherent upgrade. So allowing low-plus magic items to stack would not break the game. And you wouldn't have the magic item treadmill of 3e/4e where you dump favourite magic items (such as a flaming sword) on a regular basis. </p><p></p><p>As you imply, there's the kindasorta solution of just increasing the bonuses of the magic item to always be above the inherent bonuses. But that was a wonky and rather awkward, requiring constant bookkeeping. My players were new and casual, and the whole thing just caused headaches for me for several months. </p><p></p><p></p><p>UA is betatesting concepts for sure, but so much of it is broken at even a casual glance. A 3PP author even eyeballing their balance without trying can sometimes be more balanced. </p><p>And since the bar for balance is so low, it should be easy for an unofficial product to be "close enough" to balanced. Those products should be viable alternatives.</p><p></p><p></p><p>Even with Action Surge a fighter can only use one maneuver each turn. An extra action doesn't help for that. And if the fighter uses AS to get an extra maneuver, they're not necessarily dealing extra damage. </p><p></p><p></p><p>Why does it matter if the fighter doesn't have a class feature that makes Help better? Advantage to an ally is advantage. It's still potentially a higher DPR boost to the party than the fighter wiffing a couple times. </p><p></p><p>(Plus, all it takes is a single maneuver that boosts the Help action. Super simple to make.)</p><p></p><p></p><p></p><p>It's not sub-optimal. It's just sub-optimal at damage. </p><p>That's the issue. It's optimal at other things and would be quite good at them. And with the ability to self-heal as a bonus action after each short rest, the fighter well suited to tank. </p><p></p><p>Unless you're advocating that taking actions other inflicting damage is suboptimal. I don't entirely agree with that, but there is an element of truth: damage wins battles. </p><p>If true that would means that a class designed to do other things - such as, oh, heal or provide support - are inherently suboptimal.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6826917, member: 37579"] Of course it's not true. That was the point of the obvious hyperbolic argument. And if a fighter doesn't have that great attack, then using his Action Surge for other actions is an alternative. Doubling would be game breaking. Stacking a +1 magic weapon with a +3 inherent bonus in mid-paragon would not. You received magic items earlier in the game than when you got inherent bonuses. And often you'd be getting items of the next plus prior to getting the next inherent upgrade. So allowing low-plus magic items to stack would not break the game. And you wouldn't have the magic item treadmill of 3e/4e where you dump favourite magic items (such as a flaming sword) on a regular basis. As you imply, there's the kindasorta solution of just increasing the bonuses of the magic item to always be above the inherent bonuses. But that was a wonky and rather awkward, requiring constant bookkeeping. My players were new and casual, and the whole thing just caused headaches for me for several months. UA is betatesting concepts for sure, but so much of it is broken at even a casual glance. A 3PP author even eyeballing their balance without trying can sometimes be more balanced. And since the bar for balance is so low, it should be easy for an unofficial product to be "close enough" to balanced. Those products should be viable alternatives. Even with Action Surge a fighter can only use one maneuver each turn. An extra action doesn't help for that. And if the fighter uses AS to get an extra maneuver, they're not necessarily dealing extra damage. Why does it matter if the fighter doesn't have a class feature that makes Help better? Advantage to an ally is advantage. It's still potentially a higher DPR boost to the party than the fighter wiffing a couple times. (Plus, all it takes is a single maneuver that boosts the Help action. Super simple to make.) It's not sub-optimal. It's just sub-optimal at damage. That's the issue. It's optimal at other things and would be quite good at them. And with the ability to self-heal as a bonus action after each short rest, the fighter well suited to tank. Unless you're advocating that taking actions other inflicting damage is suboptimal. I don't entirely agree with that, but there is an element of truth: damage wins battles. If true that would means that a class designed to do other things - such as, oh, heal or provide support - are inherently suboptimal. [/QUOTE]
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