WotC's hesitation on tackling the feat tax.

If *all* your players are of like mind, it probably isn't an issue. But a mix can make things awkward.

I have a hunter who typically just needs a 2-4 on the die to hit. In another group, I have a buddy playing a paladin who typically needs a 9-11 to hit. If these two characters were in the same game, and he routinely saw me hitting on a 2, he would inevitably begin to wonder what he's doing wrong.

Missing repeatedly in 4e is very frustrating, because you have all these cool powers, 90% of which do nothing on a miss. So, your paladin is thinking all right, almost everyone is bloodied, and you have this cool encounter power that's going to heal everybody that's bloodied, you pull it out, and... you miss. When that happens a half dozen times, you can't help but get frustrated.

So at that point, optimization via making sure you have expertise, making sure you have an 18 or 20 attack stat, making sure you're using a high proficiency weapon or an accurate implement, etc, become more about increasing your fun, than optimization. Just something to keep in mind.
Yeah, this it pretty much. There's no real general NEED for optimization specifically. A party full of PCs that just pay enough attention to keep within the envelope of what the basic original math dictates will be fine on the offense side. Pretty much everyone will need a couple of defense feats though at some point.
 

log in or register to remove this ad

4e is not balanced, I'm sorry. Our druid wasn't of the optimizing variety and he didn't kill ONE creature. He rarely even hit. This is from level 11 to 12. He had an 18 in his main stat but didn't think it was important to pick any of these feat taxes and took silly stuff like wolf form blah blah.
So, he was at -2 to hit (10% difference), and instead at +5 to initiative and stealth, and a few extra damage with combat advantage? Not very game changing.

4E is a lot more balanced than you think. Though it is true that as editions advance, people's balance requirements get tighter and tighter. 4E's 10% difference is the 50-75% difference of a previous edition. Depends how much you really care about it, but if you're able to play other editions, set the same standards and it mostly smoothes out.

The comparison works better if you compare to other game systems entirely. And worse. Some systems are laughably balanced... and don't care, cause why should they? The PCs set a baseline and balance around it. If anyone is out of whack, they should fix themselves! (I've hit that in multiple systems, where we self-corrected)

jeez, the system itself penalizes you for thinking about roleplaying. There's next to no space devoted to stuff useful outside of combat.
I find it easier to roleplay the less the system limits my ability to do so. It's like the recent discussion about Craft skills. Some people value their removal, since now they can just play a Blacksmith, whereas before they'd need to put points or proficiencies into it to do so.

I designed a system once where the 'Roleplay' side of the character sheet was 'pick what you want, whatever you want'
 

So, he was at -2 to hit (10% difference), and instead at +5 to initiative and stealth, and a few extra damage with combat advantage? Not very game changing.

4E is a lot more balanced than you think. Though it is true that as editions advance, people's balance requirements get tighter and tighter. 4E's 10% difference is the 50-75% difference of a previous edition. Depends how much you really care about it, but if you're able to play other editions, set the same standards and it mostly smoothes out.

Yeah, of course the example Druid was probably ANTI optimized. Give yourself a 16 WIS and don't ever take one single feat that helps you even slightly and then drop your 2 stat bumps into CHA and INT because it would be cool to have 16s in everything, and pretty soon you really are hopeless. Many players will feel like that should be a perfectly reasonable way to build a character (and who's to say they're wrong really). Problem is you can end up with a +11 to-hit at level 11 that way, which is going to start to hurt. Even at level 1 +3 to-hit with an implement ain't special.

The thing with AD&D for instance though as a comparison is that to-hit just isn't THAT important. It is not unimportant but if you're a druid you're casting spells, which don't care about hitting, and AC is all over the place, so you can often hit even tough opponents anyway. If you go into melee you shape shift first anyhow, so all of a sudden your to-hit is totally different anyway. And if it gets to be a problem you happen to pick up a +3 weapon somewhere, problem solved.

The comparison works better if you compare to other game systems entirely. And worse. Some systems are laughably balanced... and don't care, cause why should they? The PCs set a baseline and balance around it. If anyone is out of whack, they should fix themselves! (I've hit that in multiple systems, where we self-corrected)

I find it easier to roleplay the less the system limits my ability to do so. It's like the recent discussion about Craft skills. Some people value their removal, since now they can just play a Blacksmith, whereas before they'd need to put points or proficiencies into it to do so.

I designed a system once where the 'Roleplay' side of the character sheet was 'pick what you want, whatever you want'

Zombie Dave Arneson!!! I thought you were retired! ;)

I agree anyway. RP needs few, if any, real rules. I think as far as balance in 4e goes the correction factor is applied on the DM side. Obviously the issue is disparity in optimization, and the expertise feats certainly aren't helpful there. I've always thought that was the only really cogent argument against them.
 

4e is not balanced, I'm sorry. Our druid wasn't of the optimizing variety and he didn't kill ONE creature. He rarely even hit. This is from level 11 to 12. He had an 18 in his main stat but didn't think it was important to pick any of these feat taxes and took silly stuff like wolf form blah blah. He quit the game two weeks ago...

'Sup, Gorgoroth? I remember last time I saw your hyberbolic anti-4e rants, and we talked about that Druid. About how any of you could have given him a hand, but couldn't be bothered to. So he quit, then? Always interesting to get updates on these kinds of stories.

I am curious, though, since last time you mentioned imbalance in a game being more realistic and something about that being cool because of elitism, why you'd choose to bash 4e for its level of balance now. I thought you preferred less balanced games.
 

Why do you think R&D is hesitant about making their suggested houserule an official global rule?
I can think of two possible explanations.

One is sheer cussedness: The designers figured it was OK to let PCs lag behind ever so slightly at the higher tiers, the math-obsessed fan base disagreed, so, to stick it to 'em, they proffered the most problematic 'fix' possible. It's worth noting that the various designers have, at times, admitted that they don't use Expertise in their home games, they either ban it or give the bonus for free.

The other is to 'reward system mastery:' While, 'rewarding system mastery' is prettymuch just code for goofing up balance and going "I meant to do that," it has some currency and things like Expertise give newbs and thespians and other non-masters another point of failure to fall for, so the system masters can have another 5% advantage over them.

...hey, I didn't say I could think of /good/ reasons...
 

4e is not balanced, I'm sorry. Our druid wasn't of the optimizing variety and he didn't kill ONE creature. He rarely even hit. This is from level 11 to 12. He had an 18 in his main stat but didn't think it was important to pick any of these feat taxes and took silly stuff like wolf form blah blah. He quit the game two weeks ago...

One time while playing 3.5, I played a Wizard with 12 INT. When i got to level 5 and could only cast second level spells, I nerdraged and quit because it was obvious that WotC didn't know how to balance their game. Afterall, why would they make spellcasters suck that badly?
 

my rants aren't hyperbolic

I indeed say last time my friend (one of my best friends, actually), was so not interested in optimization, or the combat mechanics in general, to even spend much time reading the 4e rules, but I can tell you that after two months of playing, it was apparent that his druid, with an 18 in his main stat, was complete garbage. This is NOT a wizard in earlier editions with a 12 INT who can't cast high level spells. My friend was a DM in 1e, 2e, and 3.0, as well as an avid dnd nerd.

My argument isn't so much that 4e is unbalanced from the point of view of optimized vs non optimized characters, but, rather, if I may elaborate my stance a bit, that people who do not care for min-maxing can completely bork their characters, who should DIE. Yes, I mean it. If your character is useless, they need to die. Rather, what ended up happening, is that he didn't contribute anything and the DM kept the encounter levels down. This, in turn, meant that the other 4 players, myself included, who have long clamoured for tougher, deadlier, quicker battles, could not enjoy such things as Fourthcore-style house rules.

After the druid left, the DM, in an effort to reduce 3 hour battles that didn't advance the plot, but enemy HP in half and doubled the damage, whereupon he said, this not only works better, but feels like earlier editions. Then he agreed, if you need such a massive tweak to balance plot/RP time vs combat time, that the system was indeed broken and it was essentially a (bad) combat simulator. You trade off time for...less realism? Many have argued that 4e is gamist instead of simulationist, this is a given. But the game space could have been fixed long ago, by offering classes more out-of-combat utility powers, more uses of skills so that you don't have the DM looking around in vain for tons of rules on how to adjudicate things where there aren't (again, because combat in 4e is the only thing that matters).

I loved the chess-style 4e combat system, optimizing power and feat selection and so on. Another player, who picks flavorful feats (as many in this thread have mentioned), over mechanically superior ones, might as well just pretend like he's playing a hunchback or a 12 int wizard, for all the damage they'll do. The build was supposed to be a striker, but even with an 18 main stat he was next to useless. Is that a good system?

I can tell you this 100% for sure. Had those feat taxes been baked in, he would have enjoyed his character a lot more, and so would we, having his character in the group. The only thing he was good at apparently was rolling insight checks for an NPC who was clearly on our side the whole time and had no inclination to betray us. He clearly was more RP-oriented, but with pages upon pages of powers, the only thing he kept back on were his skills, which in and of themselves are completely dull. You might say you don't want a mechanical impediment to roleplaying by e.g. having a skill for crafting, but in 4e you CANNOT make money from selling mundane commodities to merchants. 10,000 short swords is worth exactly 0gp according to the rules. How can you roleplay along with that? Eventually those of us who see the strings pulling the puppet strings of our characters via these artificial and blatantly gamist limitations on perfectly sane behavior, realize, RPing is removed by the rigidness of the power structure, the lack of non-combat useful powers and skills.

Come on, at level 16 a wizard can fly for 5 minutes outside of combat? Really? That's a level 5 wizard with an int of 13 that can do that in earlier eds. After three years of playing, all we're supposed to do is grind, grind, and more grind.

And the only thing Wizards has to show for all the bickering in the forums about these damn feat disparities between RPers and "RPers+4e enthusiasts who have a clue about the mechanics" is : "well, use another house rule, but not in our character builder".

Why should I hold back my wroth against a game company that treats us with such...contempt? The adult thing to do when you mess up is own up to it, fix what you broke, then move on. They haven't done anything of the sort. I agree 100% with the other posters that these feat slots impede role playing. There are just not enough feats to go around to take fluffy ones. We play the game, we get rewards for levelling up...and our reward? We get to spend it on fixing their broken math to keep up with the rest of the group or otherwise keep the rest of the group from enjoying tougher encounters due to the DM not being able to boost the EL because the guy who didn't pimp out his character can't hit worth a damn.

This has been my 4e experience...it's a pain that wizards waffled so long...but not a surprise to me. Instead of fixing this stuff, the come out with even more schlocky expertise feats that just came out. My arguments are borne out of hundreds of hours of gaming and more reading and tweaking and planning.

Wotc went the route of selling more +1/+2/+3 feats for their Dragon magazine / DP Insider clientele, which is easy money. Shoot me for being cynical, but I don't like paying for the same thing over and over again. This is three years they've been re-selling us these damn feat fixes in various forms, from PHB 2 all the way to now.

Aren't you sick of it? Yes, these feats cost you money. Real money. What kind of sucker lets themselves get fleeced many times over? Me, apparently. But no more. This thread confirms it to me, they have no intention of fixing this edition, but want to milk y'all for every last penny they can, and do it in a completely transparent, obvious, and sleazy way.

Mod Note: see my post below ~Umbran
 
Last edited by a moderator:


Wow. I was going to break this up, point by point, and respond, but I find I cannot. I am left in awe at the purity of the nerdrage found in this post. It is unclouded by reason, unstalled by logic. Just reading it nearly made my mind crumple under the cognitive dissonance. You've managed to:

-Attack WotC for not including more non-combat options, while insulting those who choose to take them.

-Blame WotC for things aren't even under their control.

-Blame WotC for making it possible to create unoptimized characters.

-Accused WotC of limiting your RP options by removing RP limitations.

-Blame a company for making money.

And probably more that I can't even pick up on right now because my mind is at its limit trying to read this. Just wow.

If I had some kind of Hater Bingo card, this post would check off every square.

Also, Hyperbole. Just everywhere.

Mod Note: see my post below ~Umbran
 
Last edited by a moderator:

Yeah, of course the example Druid was probably ANTI optimized. Give yourself a 16 WIS and don't ever take one single feat that helps you even slightly and then drop your 2 stat bumps into CHA and INT because it would be cool to have 16s in everything, and pretty soon you really are hopeless. Many players will feel like that should be a perfectly reasonable way to build a character (and who's to say they're wrong really). Problem is you can end up with a +11 to-hit at level 11 that way, which is going to start to hurt. Even at level 1 +3 to-hit with an implement ain't special.

I remember the days when 3 16 stats were awesome. ;)
 

Yeah, of course the example Druid was probably ANTI optimized. Give yourself a 16 WIS and don't ever take one single feat that helps you even slightly and then drop your 2 stat bumps into CHA and INT because it would be cool to have 16s in everything, and pretty soon you really are hopeless.

If you aggressively anti-optimise* then yes by Paragon Tier your PC can suck compared to the optimised PC of a fellow player. Even then a group of anti-optimised PCs can probably handle an EL+0 encounter!

*Deliberately taking worse options than what pushing the "generate character" button on the character builder(s) would give you.
 

Remove ads

Top