What's the big deal with "feat taxes?"

No more-so than when the entire list of difficulties was changed. It would take minor notes to cover level-up changes at Heroic, Paragon, and Epic.

To the latter, so says you and agreed by me but lets face it, the internet for gamers is generally rantville and it can be in stores, etc. also. The amount of pure noise being shoved around tends to drown out reasonable.
 

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To the latter, so says you and agreed by me but lets face it, the internet for gamers is generally rantville and it can be in stores, etc. also. The amount of pure noise being shoved around tends to drown out reasonable.

It would give Wizards a reason to actually publish one of the cancelled books, that I was quite looking forward to for the reason of compiled errata.
 




But then the "all my books are wrong, you're MAKING me subscribe to DDI" etc. rants would ramp up, many times by the same people. I sometimes wonder how any game designer visiting an internet board can find any motivation to create something for such a bunch of whiny maggots.

Speaking as one who does not and will not subscribe to DDI, I tell you I do find it irksome that the changes haven't seen a printing press. But that won't make me subscribe.

"Instant revisions" to me are a mixed blessing. On the one hand, they speed up the whole process of getting revisions into the hands of the people in the market. However, since this is done in dribbles and spurts, it means I need to be aware constantly of the possibility of changes to the game.

Personally, I'd much prefer it if they'd bundle their revisions into quarterly releases- ideally, available online and in print. (Before you ask, "Yes" I probably would buy those revision books.)
 

5% aboslute. If you are hitting 50% of the time, 5% more is 10% of what you have.

Also, at epic its 15% absolute. Same 50% normally, it's 30% more hit.

Assume you 'need' it to hit half the time in epic, you have a base 35%. That's 42.8ish percent of you base that you get added for a feat. Large difference.

This is a pet peeve of mine. The % of change is immaterial to evaluating the mechanics. A 5% increase in chance to hit will add the same expected damage per hit whether you start with a 5% chance to hit or 95% chance to hit.

For example if a character averages 10 damage on a hit and hits 30% of the time he can expect to do 3 damage per attack over the course of a fight. If you give him a +1 to hit his expected damage increases to 3.5 (35% X 10 = 3.5). Similiarly if he has a 55% chance to hit he will expect to do 5.5 damage per attack over the course of a fight and a +1 to hit till increase his expected damage by 0.5 (60% X 10 = 6.0)

+1 is +1 is +1 no matter where you start.
 

ok I am not sure if this is a joke or not...and I really am sick to death of hearing about this lazy warlord becuse my warlord hits AND gives attacks...thanks to vengence is mine, and coordanate assualt, and others...
First, I don't complain about your own horrendous grammar and formatting, but I'd thank you to not inflict it upon my posts when you quote me.

Lets try this again (and I have asked this for over a year now)... If some people want the expertise bonus but do not feel they are needed, and some NEED expertise or they think there character is un playable, and still others want the option of taking or not taking the feat... how do you make people happy without upsetting others??
When WotC prints something as a feat, most DMs take it as an official stamp of approval. Not as a "You may want to disallow this feat, or you may want to give it away for free" label, but as a "This is supposed to be a feat, and if you house rule it otherwise you're playing with fire" stamp. (See your own comments for confirmation.)

If WotC had included some kind of "optional per campaign by DM discretion" note along with feat taxes, you'd have an argument.

answer: U can not...the feats are the best (but not perfect) solution becuse it lets everyone decide on there own, especialy when there are DMs giving them out for free...
So yes, there are better ways to handle problems than with feat taxes. If WotC were to errata them away and replace them with a real fix, yes, you might have to tweak your encounters for the next week. Worst case scenario, you have to raise your monster levels by +1 per tier. Best case scenario, you don't have to tweak anything if you're using a published mod because it assumes everyone pays their taxes anyway.

if you start becoming personal, i can become that too:
I don't feel emotionally agitated myself, but if the discussion is making you uncomfortable, you're free to bow out.

I haven't told anyone how to play their game, but I have answered Mercurius' OP -- which was specifically aimed at the feat tax camp. (Assuming his question is genuine, and not bait.) I've also pointed out how feat taxes have a negative impact on the game, and how easy it is to fix them.


but ok, so you think that becuse I don't give a feat to someone who doesn;t need or even want it that is the same as what you propose??? :-S:confused:
I'm merely pointing out the inconsistency of your argument. You want me to have the choice of being competent with a sword, but you don't want me to have the same choice with regards to class skills, hit points, powers, or anything else that WotC hasn't labeled as a 'feat.'

but as you said: allowing anyone to just unlearn things and take different things is a bad idea, as it is to give out freebies to everyone, even if someone DOES NOT NEED it.
So to recap your own statements:

1. Feat taxes are alright because they give players the choice of whether to be competent or not. Some players don't want to be competent, and some PCs don't need to be competent in certain areas.

2. But it's not alright to let players exchange abilities that by your own assertions are "fair and balanced" as feats to get feat slots for things that they do want or need.

Your arguments are rather inconsistent. In fact, the only consistent part of your arguments is that they take RAW at face value -- despite all evidence and professional opinions to the contrary -- and then rationalize or excuse RAW's few flaws.

i am currently happy with the game as it is... i would have been happy with slight alterations...
This is the most insightful thing you've said. You're happy with RAW, despite its flaws...because it's RAW. And you'd be happy if RAW included a real math fix, because it'd be RAW. And hey, that's great for you. Now, if I might make a suggestion:

Just be honest next time. "I'm here and I'm a RAW-lover" is a lot less time consuming and personal than ten pages of debate with us.

if you are not happy with that, make up your own rules and play with them...
Thank you, I am. And if I don't say so myself, my Complete 4th Edition takes WotC's excellent game and cleans up the few remaining glitches.

But then the "all my books are wrong, you're MAKING me subscribe to DDI" etc. rants would ramp up, many times by the same people. I sometimes wonder how any game designer visiting an internet board can find any motivation to create something for such a bunch of whiny maggots.
I share your sentiments on this. Well, your last sentiment at least. Personally though, I don't think whiny maggots are a good reason to not make the game a better game. And the devs must agree, at least in part, because the books and the errata keep coming. :)

Why not add masterwork weapons to the game in the same way masterwork armor was added?
Yeah, that could work, though masterwork stuff isn't my favored solution. (Because once in a while, PCs get caught without their gear, and I don't like taking even more bonuses away from them in those situations.) In fact, I've done away with masterwork armor in my own games. But masterwork weapons/implements are a commonly espoused idea.
 

His expected damage in both cases increases by .5. But in the first case that's .5/3 or an increase of 1/6. In the second case that's .5 ofver 6 or an increase of 1/12.

+1 might be +1 - but there's a huge difference between the character's attack effectiveness increasing by 1/12 and 1/6.
 

His expected damage in both cases increases by .5. But in the first case that's .5/3 or an increase of 1/6. In the second case that's .5 ofver 6 or an increase of 1/12.

+1 might be +1 - but there's a huge difference between the character's attack effectiveness increasing by 1/12 and 1/6.

Yet they still affect the number of attacks to kill a monster by the same amount.

The % delta doesn't change the length of fights (the reason the designers shot for a 55% base chance to hit). It might be more fun to say "I increased my damage output by 16.67%" than "I increased my damage by 8.33%" either way it still just .5 damage per swing.

You don't measure monster health in percentage damage changes.
 

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