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Torches Upon Stars
Jan 17, 2015

The future is bright.
Apropos of nothing, I'm wondering, are there any 4e actual plays currently ongoing, or recently finished, of note?

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Torches Upon Stars
Jan 17, 2015

The future is bright.

Dr Pepper posted:

Like, you misread it. It's any superior weapon that's +2 gets bumped to +3. If you're using a one handed heavy blade it's not actually worth the feat to go from Longsword to Bastard Sword. It's a difference of 1 average damage.

And this is in general the relationship with most Suoerior counterparts military weapons. Their damage dice are one step higher and thus, just do an average of one more damage. This is not woth spending a feat on by itself unless you get something more out of it.

Not even with the catastrophic amounts of [W] that warriors throw around later in the game, where the average is tended toward more and the increase is to each of those dice?

Torches Upon Stars
Jan 17, 2015

The future is bright.
Different tables handle it differently, because while it's a common house rule, it's far from universal. I commonly see it rendered as "You get a feat of your choice with Expertise in the name, such as Devout Protector Expertise (which applies a bonus to one-handed melee weapons and holy symbols) or Polearm Expertise (which provides a bonus for polearms and a special ability)."

There is no issue with letting people come up with their own kinds of expertise feat, to support a fighting style that they don't see enough support in and want to try, but some people are cowards about homebrew for some reason. There's also no issue with just giving people +1 to hit, another stacking +1 at level 11, and a third at level 21, and removing that bonus from the Expertise feats. Thus, the feats become only as good as their abilities rather than the numbers attached. For some reason, I don't see that approach too often.

But the thing to avoid is letting a player have two instances of +tier to hit. Pay attention to the bonus types. Most bonuses don't stack within the same type, and expertise feats definitely share a bonus type.

Torches Upon Stars
Jan 17, 2015

The future is bright.

12Apr1961 posted:

One thing to consider is that if you've already given out the "+1 to hit, no other benefit" as a free feat, and nobody will pick up the appropriate feats on top of it (since the remainder of the bonus is not that strong), then you can reflavor this as an alternative reward for a dungeon - perhaps specialised training that the characters get as a reward for rescuing an aged weapons master, or perhaps they find a treatise on combat styles, .

This is how I flavored the "Expertise" feats and "Improved Defenses" feats in my game. The PC's got Expertise for free around level 4 by aligning themselves with an organisation that provided them with appropriate training. They missed a couple opportunities in game to get "Improved Defenses" though, but looks like they are finally going to get it, as they have recovered Tablets of Zerthimon for a githzerai community who don't have much of a material reward to give, but as one says - "In knowing the teachings of Zerthimon I have become stronger".

The feat that a character picks at level 1 exists with them for 100% of their play time; the feat that a character picks at level 2 exists with them for 98% of their play time; the feat that a character picks at level 4 exists for 85% of their lifetime, the level 6 feat for 70% of their lifetime, the level 8 feat for 66%, and the level 10 feat for 60% of the time, say.

Imagine if every one of those feats was allowed to move forward a spot. That'd add up to more time with all of those feats. The level 2 feat could move into the level 1 spot, the level 4 feat into the level 2 spot, the level 10 feat into the level 8 spot, and then you have another feat that exists to fill the level 10 spot. (The feats at level 11 onward couldn't be taken earlier, usually, on account of being available only in paragon tier onward, but you know.)

More joyful feats being able to be taken earlier, and an entire extra feat that's doubtless more pleasing to the player than expertise, can only be a good thing.

Personally, I just disallow expertise feats, and use the 13th Age escalation die (+1 to hit at the end of each round, up to +6) to make up for it, which has the side benefit of encouraging people to hold onto their encounter and daily powers for use as finishers, when they're most likely to land.

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