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Why is it a bad thing to optimise?
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<blockquote data-quote="Kzach" data-source="post: 5648617" data-attributes="member: 56189"><p>I'd have to disagree. A quick weapon seems squarely aimed at strikers. Sure, everyone can benefit from getting an extra attack in a turn, but it's pretty obvious that a striker benefits most from it. When I was searching, it immediately popped out at me as a choice to review because "quick" is synonymous with thieves.</p><p></p><p>The same for the Mercenary theme. I mean, no-one can convince me that a casual read through of that screams, "I can do more damage and tack on a prone as a freebie? Awesome!"</p><p></p><p>One of the things I'd probably agree is broken and seriously needs to be addressed in the system is items like Bracers of Mighty Striking. Flat bonuses to damage are the real problem with big damage characters. It's the primary reason why Twin Strike is so powerful. The two attacks are pretty meaningless without all the static, stackable bonuses.</p><p></p><p>Take my thief as an example. 6d8+1d6 is impressive, no doubt, but it only amounts to an average of 30.5 points of damage. This is most definitely NOT outside the realm of most strikers who use an action point and a daily item power and rely on three successful hits. When you put it into that perspective, it's actually pretty reasonable when compared to even an average-built striker.</p><p></p><p>Where the REAL problem comes in, is all the stackable bonus damage. Takedown Strike = 5 (from a Dexterity of 20), Acrobat's Trick = 2, Weapon Finesse (thief core ability) = 2, Bracers of Mighty Striking = 2, Dexterity (Weapon Finesse) = 5. Across three attacks that's 33 damage plus another 5 for Takedown Strike. So just through stacked damage on the three attacks, I've doubled the damage output, putting it into the realm of overpowered.</p><p></p><p>And yet again I argue that this isn't powergaming. Again, I didn't know about Bracers of Mighty Striking. It took me a minute or two to find them and think, "Gee, they're good for me, I'll take those!" The same for the Quick Weapon. If I'm a powergamer simply because I looked at the options and thought, "Hey, that's good and suits my character, I'll use that," then... I guess I'm a powergamer. But then if I can do all that in ten minutes, what's stopping everyone else?</p><p></p><p>When I spend hours creating a character, it's always for a very particular concept that requires that I search high and low to suit it. The irony here is that I'm looking for things that suit the CHARACTER CONCEPT. So I spend less time optimising than I do focusing on the character's character. Hell, I wrote up a character history for that thief above and it took about half an hour. That's three times the amount of time I devoted to creating him in the first place.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5648617, member: 56189"] I'd have to disagree. A quick weapon seems squarely aimed at strikers. Sure, everyone can benefit from getting an extra attack in a turn, but it's pretty obvious that a striker benefits most from it. When I was searching, it immediately popped out at me as a choice to review because "quick" is synonymous with thieves. The same for the Mercenary theme. I mean, no-one can convince me that a casual read through of that screams, "I can do more damage and tack on a prone as a freebie? Awesome!" One of the things I'd probably agree is broken and seriously needs to be addressed in the system is items like Bracers of Mighty Striking. Flat bonuses to damage are the real problem with big damage characters. It's the primary reason why Twin Strike is so powerful. The two attacks are pretty meaningless without all the static, stackable bonuses. Take my thief as an example. 6d8+1d6 is impressive, no doubt, but it only amounts to an average of 30.5 points of damage. This is most definitely NOT outside the realm of most strikers who use an action point and a daily item power and rely on three successful hits. When you put it into that perspective, it's actually pretty reasonable when compared to even an average-built striker. Where the REAL problem comes in, is all the stackable bonus damage. Takedown Strike = 5 (from a Dexterity of 20), Acrobat's Trick = 2, Weapon Finesse (thief core ability) = 2, Bracers of Mighty Striking = 2, Dexterity (Weapon Finesse) = 5. Across three attacks that's 33 damage plus another 5 for Takedown Strike. So just through stacked damage on the three attacks, I've doubled the damage output, putting it into the realm of overpowered. And yet again I argue that this isn't powergaming. Again, I didn't know about Bracers of Mighty Striking. It took me a minute or two to find them and think, "Gee, they're good for me, I'll take those!" The same for the Quick Weapon. If I'm a powergamer simply because I looked at the options and thought, "Hey, that's good and suits my character, I'll use that," then... I guess I'm a powergamer. But then if I can do all that in ten minutes, what's stopping everyone else? When I spend hours creating a character, it's always for a very particular concept that requires that I search high and low to suit it. The irony here is that I'm looking for things that suit the CHARACTER CONCEPT. So I spend less time optimising than I do focusing on the character's character. Hell, I wrote up a character history for that thief above and it took about half an hour. That's three times the amount of time I devoted to creating him in the first place. [/QUOTE]
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