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10 months ago ::
Sep 05, 2012 - 9:30AM
#31
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Date Joined:
Jun 16, 2004
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... of course, why you would want to dump your PRIMARY stat is beyond me.
Not so much dumping the stat, as not selecting the ideal race/class combination... like a Dwarf Rogue, for example.
Erm. I'm at work, so I can't hop on Builder and play with this concept, but....I don't see anything wrong with this at all. What's the problem? Is it that Dwarves don't get a bonus to dex? 'Cause, again, you can work around that. Put a 16 or 18 in your primary stat, don't neglect your secondary stats, don't ignore your tertiary stats, don't pick stuff that doesn't work with your class (Rogue with a Greatsword and Plate, for example).
I have class tonight and tomorrow, and...I might have a shindig Friday night, but I'm not sure. I'll check back to see how much this thread has progressed on Friday or Saturday, but I'd be more than happy to hammer out any concept you can think of. No dictating classes, though, or requiring specific class features.
Gold is for the mistress, silver for the maid Copper for the craftsman, cunning at his trade." "Good!" said the Baron, sitting in his hall, "But Iron -- Cold Iron -- is master of them all." -Kipling Defenders: We ARE the wall! I've replaced the previous Edition Warring line in my sig with this one, because honestly, everybody needs to work together to make the D&D they like without trampling on somebody else's D&D. Miss d20 Modern? Take a look at Dias Ex Machina Game's UltraModern 4e! I am a hero, not a chump.
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10 months ago ::
Sep 05, 2012 - 5:22PM
#32
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Date Joined:
Sep 21, 2006
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16 or more in primary stat, and wielding a weapon with proficiency is the baseline. This can contribute against at-level monsters for sure. Every chance (except, optionally, the level 21 ED bonus) you should put one of your +1s in your primary stat, and you should get some form of Expertise (I usually pick it up at level 8, but you can do so earlier or later. It's hard to ignore in paragon when it's +2). Keep your weapon or implement enhancement bonus level appropriate. That's what you need as bare minimum to be effective. You can beat that by about another +5 at level 1, plus CA or other temporary bonuses/penalty. Basically every +1 means you can be effective against monsters one level higher. So if the DM likes to throw level + 3 monsters all the time, you will struggle a bit if you aren't sporting an extra +3 to hit from somewhere, and even then you may struggle on the defensive side. Really though, the bulk of optimization is choosing good powers, creating synergies, and stacking bonuses. Having an 18 or 20 in your attack stat is handy, but a good charopper can easily make a character with no stat above 16 that can put a plain-vanilla 20 str/16 dex slayer to shame. Some will do so by finding a pile of +1s to attack and damage and combine that with multiattack or something. Others will go off and make some terrifyingly effective controller that simply shuts down encounters. I have Sin the Librarian, who is simply a black hole into which enemy damage disappears, who has created far more frustration in DMs facing against him than any striker from what I've seen.
The +2 to hit and damage from a 20 instead of a 16 is handy, but it can definitely be significantly exceeded by other means, both directly (you can have a 16 primary character with better accuracy and damage than a less optimized 20 primary character) and by simply optimizing for a different goal.
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10 months ago ::
Sep 05, 2012 - 5:45PM
#33
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Date Joined:
Aug 31, 2012
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I'm not sure if a party that's considered optimized can actually handle every situation thrown at them in the best way possible. Factors such as player personalities, player synchronization, player adaptability and strategic skill, DM creativity, DM personality and mood, DM strategic skill, and dice rolls affect game performance as well.
To put it simply, I think CharOp is fun, but not very important.
As for BatFett's inquiry about race and class synergy, I think it exists, but it really depends how you want to play the class and how the DM wants to run the campaign. I'm not experienced as a DM at all, but I think a combination of well played soldiers, lurkers, artillery, skirmishers and controllers can make an optimized Goliath barbarian sweat, especially with difficult terrain and concealment in favor of the enemies.
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10 months ago ::
Sep 05, 2012 - 6:32PM
#34
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Date Joined:
Nov 13, 2004
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Something a DM could consider if he's facing a party with mixed levels of optimization is granting free 'boons' specifically engineered for underpowered characters during the course of a campaign. What these boons are - whether bonuses to hit, damage, or whatever - should boost them up to par.
Of course, this will only work with certain types of groups, particularly those where the optimizers accept they aren't going to get these power-crutches (and the players receiving the boons don't get insulted by them).
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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10 months ago ::
Sep 05, 2012 - 9:07PM
#35
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Date Joined:
Sep 19, 2007
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I dont think the +1 vs +2 really fixes anything "pigeonholely"-wise. Classes in DDN give +1 to their main abilities dont they? so picking an optimal class/race combo still puts a you Modifier point head of other races.
A half-orc fighter in 4e has say 18 strength (16 +2 from race), while an elf has 16 strength
A half-orc fighter in DDn has 18 strenth (16 + 1 from race +1 from class), while an elf has 17 strength.
Now, the less optimal races will likely get that catch up to the optimal race quicker, but only until the next boost comes along.
I'm not sure when or how you get ability score boosts, but assuming 4e progression, the two characters would have a +4/3 mod at level 1, a +4/+4 mod at level 4, a +5/4 mod at 8, etc.
So for alittle way your on par, and for alittle while you're behind.
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10 months ago ::
Sep 06, 2012 - 4:03AM
#36
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Date Joined:
May 25, 2012
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I dont think the +1 vs +2 really fixes anything "pigeonholely"-wise. Classes in DDN give +1 to their main abilities dont they? so picking an optimal class/race combo still puts a you Modifier point head of other races.
A half-orc fighter in 4e has say 18 strength (16 +2 from race), while an elf has 16 strength
A half-orc fighter in DDn has 18 strenth (16 + 1 from race +1 from class), while an elf has 17 strength.
Now, the less optimal races will likely get that catch up to the optimal race quicker, but only until the next boost comes along.
I'm not sure when or how you get ability score boosts, but assuming 4e progression, the two characters would have a +4/3 mod at level 1, a +4/+4 mod at level 4, a +5/4 mod at 8, etc.
So for alittle way your on par, and for alittle while you're behind.
... but in DDN the standard starting scores are (currently) 15, 14, 13, 12, 10, 8. That means that the half-orc fighter would have a 17 strength (15 + 1 from race +1 from class), while the elf has 16 strength.
... and even if WOTC modifies the stat cap rule to allow variation between races, the proposed method would result in the half-orc fighter with a 21 strenth (20 cap + 1 from race), while the elf has a strength capped at 20.
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10 months ago ::
Sep 06, 2012 - 9:46AM
#37
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Date Joined:
Aug 31, 2012
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There are players who don't like optimization and wish for the rules to change so that this behavior disappears. Changing the rules won't stop optimization. It'll just change the choices of optimizers. The only way to get rid of optimization is to eradicate stats, class, themes, backgrounds, powers, and feats. Now, every character is the same, because there is no variation, and thus customization is not possible. Might as well play Monopoly instead.
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10 months ago ::
Sep 06, 2012 - 12:53PM
#38
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Date Joined:
Nov 17, 2011
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Optimized on paper and optimized in play are two different things.
I mean you can hand someone a CharOp's wetdream, but if they use powers at terrible times, get stuck next to monsters without any escape route and play like Mr. Bean they're going to be terrible at the table.
I think what often happens is that CharOp players ALSO learn good tactics and, since 4E is a very tactical game, this has an exponential effect on the strength of their character.
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10 months ago ::
Sep 06, 2012 - 1:10PM
#39
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Date Joined:
Mar 28, 2010
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yep like most things in life, having a toy does not mean you know how to use it ! See for reference all those vids on youtube where some guy/gal crashes his/her brand new car or whatever because they were showing off. The person who buys a magnum 500 and shoots it on camera to show off the new gun only to have it fly into their face when they shoot. This is a universal truth in life, I think.
But to get back to DnD, GreyICE is correct in his statement. You can give a player any build from the hundreds that are considered top notch in CharOP, that does not mean the player will perform anywhere near what's expected. In fact the player might not understand the build he is trying to use at all leading to choices during play that don't actually make sense with the options that are actually available.
A player who knows what he/she is doing, vs a player who doesn't, has an invaluable advantage.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"
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10 months ago ::
Sep 06, 2012 - 5:38PM
#40
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Date Joined:
Sep 21, 2006
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But to get back to DnD, GreyICE is correct in his statement. You can give a player any build from the hundreds that are considered top notch in CharOP, that does not mean the player will perform anywhere near what's expected. In fact the player might not understand the build he is trying to use at all leading to choices during play that don't actually make sense with the options that are actually available.
A player who knows what he/she is doing, vs a player who doesn't, has an invaluable advantage.
This is absolutely true in general. However, many of the top-notch charop monstrocities are designed to do unreasonable damage, with all else being secondary. If you understand that portion (which may involve some wierd shinanegans, but is often fairly straight forward and explained in the post about the build), then you can just apply that and win. The less strikery char-op builds do definitely need more understanding, but the damage spammers just need to know how their conditional damage works. In a sense, they're a lot easier to play at the table than an unoptimized build.
As a general rule though it's true: char-op skill and tactical skill tends to run in the same players. Perhaps in part because of the level of understanding needed for char-op helps understand tactical situations, and perhaps part just that the same intellectual qualities apply to some degree to both. (that's not to say they're the same thing and you can't be good at one but bad at the other or anything.) Also, in 4e especially, tactical skill is a team thing. You need to work together to get the most out of your abilities. Maybe one tactician can guide a party, but only if they want to listen and really.. who wants to be the tactician's puppet? Or, for that matter, to boss all your friends around? It's much better (and more fun) if everyone has a handle on tactics and can follow their own ideas to great effect.
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