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Community
General Tabletop Discussion
*Pathfinder & Starfinder
WotC's hesitation on tackling the feat tax.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5684977" data-attributes="member: 82106"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Zombie Dave Arneson!!! I thought you were retired! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5684977, member: 82106"] 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. 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. [/QUOTE]
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WotC's hesitation on tackling the feat tax.
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