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Why is/was melee training so bad?
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<blockquote data-quote="UngeheuerLich" data-source="post: 5282914" data-attributes="member: 59057"><p>I don´t like linguist myself... learning 3 languages doesn´t sit well with me... why can´t languages be a general benefit for having high int, as it always has been...?</p><p></p><p>But back to the "beeing second fiddle to": now i get what you mean. Yes, you are only second fiddle to the bard. But maybe you can still pull your own weight in a diplomatic situation.</p><p></p><p>10% more effective in combat is just "meh". If your combats are designed for the goup (as 4e suggests), you will not even notice the difference:</p><p></p><p>were there 10 or 11 Kobolds? Oh, i guess i throw one more kobolds into the equation, since all players took weapon fokus.</p><p></p><p>Of course, feats can offset lack of proficiency in any departments, be it combat or social skills. Feats can also empower your already good stats. Depending on your group composition and your actual role(play), both feats can be very useful.</p><p></p><p>And I didn´t want to exclude the possibilities of enhancing your combat abilities. It is just, that charop completely neglect 2 sides of an actual roleplaying game:</p><p></p><p>1. the DM</p><p>2. roleplaying possibilities</p><p></p><p>there is no way, charop board can give you advise how to make a character effective in a social game, since rulings there depend a lot on the DM and how he handles the situation.</p><p></p><p>10% more damage is nice to have... but in an actual combat it can be much more useless than it seems, as a single combat will not allow you to roll enoug dice to make this bonus reliable. (Note, that a +2 bonus to hit damage will make this damage increase not only higher, but much more reliable, as the average number of rounds to make a difference drops from 20 rolls to 10 rolls, standard deviation not included)</p><p></p><p>edit: I went to to hit bonuses on purpose, as here statistics are more easier... you can do an equal analysis for your 1d8+4/1d8+5 example...</p><p></p><p>edit2: I believe, we had this discussion already... so:</p><p></p><p>I beliebe, weapon focus as a feat is good, as it allows your players to focus a little bit on a single weapon. I however think it should not scale and superior weapon proficiency should have prerequisites in the basis martial weapons. I also believe, ther should be no transfer item ritual and that not all magic items should be available by default. All these changes will bring those feats back to where they should be. In the hands of a character that has found a single very cool weapon he wants to make use of.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5282914, member: 59057"] I don´t like linguist myself... learning 3 languages doesn´t sit well with me... why can´t languages be a general benefit for having high int, as it always has been...? But back to the "beeing second fiddle to": now i get what you mean. Yes, you are only second fiddle to the bard. But maybe you can still pull your own weight in a diplomatic situation. 10% more effective in combat is just "meh". If your combats are designed for the goup (as 4e suggests), you will not even notice the difference: were there 10 or 11 Kobolds? Oh, i guess i throw one more kobolds into the equation, since all players took weapon fokus. Of course, feats can offset lack of proficiency in any departments, be it combat or social skills. Feats can also empower your already good stats. Depending on your group composition and your actual role(play), both feats can be very useful. And I didn´t want to exclude the possibilities of enhancing your combat abilities. It is just, that charop completely neglect 2 sides of an actual roleplaying game: 1. the DM 2. roleplaying possibilities there is no way, charop board can give you advise how to make a character effective in a social game, since rulings there depend a lot on the DM and how he handles the situation. 10% more damage is nice to have... but in an actual combat it can be much more useless than it seems, as a single combat will not allow you to roll enoug dice to make this bonus reliable. (Note, that a +2 bonus to hit damage will make this damage increase not only higher, but much more reliable, as the average number of rounds to make a difference drops from 20 rolls to 10 rolls, standard deviation not included) edit: I went to to hit bonuses on purpose, as here statistics are more easier... you can do an equal analysis for your 1d8+4/1d8+5 example... edit2: I believe, we had this discussion already... so: I beliebe, weapon focus as a feat is good, as it allows your players to focus a little bit on a single weapon. I however think it should not scale and superior weapon proficiency should have prerequisites in the basis martial weapons. I also believe, ther should be no transfer item ritual and that not all magic items should be available by default. All these changes will bring those feats back to where they should be. In the hands of a character that has found a single very cool weapon he wants to make use of. [/QUOTE]
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Why is/was melee training so bad?
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