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*TTRPGs General
Weapon/Implement Expertise: +1 to-hit?! Yuck!
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<blockquote data-quote="Mengu" data-source="post: 4653774" data-attributes="member: 65726"><p>I was re-reading "Good Feats" design article from dragon 371, and came across a few things:</p><p> </p><p><span style="color: white"></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Such as Weapon Expertise? Ah-uh.</span></p><p> <span style="color: white"></span></p><p><span style="color: white">And here is number three from their design philosophies:</span></p><p> <span style="color: white"></span></p><p><span style="color: white"></span></p><p> <span style="color: white"></span></p><p><span style="color: white">For one, a character with Weapon Expertise has a bunch of +1's added to his attacks. Does that make the character feel different? More powerful, maybe, but different?</span></p><p> <span style="color: white"></span></p><p><span style="color: white">Secondly, if this feat is meant to be powerful, how is 80% of the party picking up this feat going to help characters feel different?</span></p><p> <span style="color: white"></span></p><p><span style="color: white">This feat certainly does fall into the categories of "easy to understand", "easy to use". I'm afraid it will also fall into the category of "no brainer".</span></p><p> <span style="color: white"></span></p><p><span style="color: white">And one last thing I noticed reading the article, is that there is a distinct lack of a mention for balance as a design philosophy or guideline. Maybe it just wasn't in the scope of the article, but I would think it should be part of a basic guideline.</span></p></blockquote><p></p>
[QUOTE="Mengu, post: 4653774, member: 65726"] I was re-reading "Good Feats" design article from dragon 371, and came across a few things: [COLOR=white] Such as Weapon Expertise? Ah-uh. And here is number three from their design philosophies: [COLOR=white][/COLOR] For one, a character with Weapon Expertise has a bunch of +1's added to his attacks. Does that make the character feel different? More powerful, maybe, but different? Secondly, if this feat is meant to be powerful, how is 80% of the party picking up this feat going to help characters feel different? This feat certainly does fall into the categories of "easy to understand", "easy to use". I'm afraid it will also fall into the category of "no brainer". And one last thing I noticed reading the article, is that there is a distinct lack of a mention for balance as a design philosophy or guideline. Maybe it just wasn't in the scope of the article, but I would think it should be part of a basic guideline.[/COLOR] [/QUOTE]
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