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7 months ago  ::  Nov 12, 2012 - 10:20PM #1
RedHeadSamurai23
Date Joined: Feb 16, 2008
Posts: 78
hey all. I had a question about certain feats that improve a PCs initiative. such as improved init, quick draw, martial alacrity and so forth. Does the +4 bonus and other +2 bonuses you get from each feat stack or does the greater one only apply (meaning improved inits +4 would cancel out the +2 bonuses from the others). Please need some help on the clarity of this asap cause im building a character under the idea that they all stack.
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7 months ago  ::  Nov 12, 2012 - 10:29PM #2
Mand12
Date Joined: Jun 17, 2010
Posts: 17,043
General bonus stacking rules apply.  If it is a typed bonus, of the form "+X (type) bonus" with a word between the number and 'bonus', then only the highest of the type applies.  Bonuses of different types, and bonuses from untyped things stack with each other.

Note that a bonus from a feat is not necessarily a "feat bonus."  It has to have the word between the number and 'bonus'.
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 9:52PM #3
RedHeadSamurai23
Date Joined: Feb 16, 2008
Posts: 78
OK not sure what you mean by that? i guess I can explain a bit more my predicement. right now the feats i have are

Improved Initiative - You gain a +4 feat bonus to initiative checks.

Quick Draw - You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Battle Hardened - You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.

Duty's Virtue - Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

so i've thought that they stack equaling +10 to my intiative checks (not including Dex + 1/2 level)

So am I doing it right or is it only the greatest number that matters. if so then i've got to respec practically all my feats for heroic tier
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7 months ago  ::  Nov 13, 2012 - 11:51PM #4
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,901
Bonueses of the same type do not stack. If something says "Feat Bonus", which all of those do, they are all "Feat bonuses" and thus don't stack, only the highest applies. If it just says "+4 bonus to init" then it is untyped, because there is word between the amount and bonus. Similar examples: "+4 Item bonus" "+4 Racial bonus." "+4 Enhancement bonus." etc.

If there is a word between the number and the bonus, it is that type of bonus. Bonuses of the same type never stack. Untyped bonuses stack with everytyhing, except themselves. So if you had a feat that, say, caused you to gain +6 to damage rolls after each attack, it'd only apply once, no matter how many times you hit, because the untyped bonus would be from the same named game element (whatever the feat was called).

Also taking those feats and not the standard taxes is a really bad idea anyway, even if they did stack.
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7 months ago  ::  Nov 15, 2012 - 4:22AM #5
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Nov 13, 2012 -- 9:52PM, RedHeadSamurai23 wrote:

OK not sure what you mean by that? i guess I can explain a bit more my predicement. right now the feats i have are

Improved Initiative - You gain a +4 feat bonus to initiative checks.

Quick Draw - You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Battle Hardened - You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.

Duty's Virtue - Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

so i've thought that they stack equaling +10 to my intiative checks (not including Dex + 1/2 level)

So am I doing it right or is it only the greatest number that matters. if so then i've got to respec practically all my feats for heroic tier




All of those are feat bonuses; they all say '+X feat bonus to initiative checks'.  Therefore, as they have the same descriptor, they do not stack and you only get the highest bonus.

Another day, another three or four entries to my Ignore List.
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7 months ago  ::  Nov 15, 2012 - 8:17AM #6
RedHeadSamurai23
Date Joined: Feb 16, 2008
Posts: 78
ok all thank you for your input. i've respec'd my pc now, my next question is. wth are feat taxes. i've yet to understand what people mean by that. every feat i've ever taken for a character fits right either for mechanics or fluff.
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7 months ago  ::  Nov 15, 2012 - 8:25AM #7
Mand12
Date Joined: Jun 17, 2010
Posts: 17,043
It's a long story.

After 4e's launch it was discovered that the rate of PC attack and NAD advancement wasn't keeping pace with the rate of monster attack and defense advancement.  The lag on attacks was -1 in heroic, -2 in paragon, and -3 in epic.

Instead of actually fixing the problem by rewriting the already-published Monster Manual, something that is just practically impossible, they patched it over by adding in Expertise feats, which gave a +1/2/3 feat bonus to attack rolls.

People were glad to receive them, but still irritated that they had to spend a feat slot that could be used for something interesting just to correct an error in the Monster Manual, particularly when the raw effective power of the expertise feats was vastly, vastly higher than any other feat in the game.  The term "feat tax" was born.

Recently, "feat tax refunds" have been added.  These are the new model of Expertise feats, where they do their math-fixing thing but also give some other benefit that is an appropriate power level for a feat.  Unfortunately, this makes the feat tax situation worse, since the new feats are now even more overpowered as compared to other feats, and aren't any less required as a result.
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 15, 2012 - 11:11AM #8
mellored
Date Joined: Jul 8, 2008
Posts: 19,481
They origionaly had mastwork weapons and neck slots.  Then they where cut, but the monster math was never revised.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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7 months ago  ::  Nov 20, 2012 - 8:24PM #9
Malph
Date Joined: Aug 26, 2008
Posts: 280
What Mand12 said.  
This is why every Epic Tier character will always have the following Feats:
  • [Weapon/Implement] Expertise
  • Robust Defenses
  • Epic Will
  • Epic Fortitude
  • Epic Reflexes


Otherwise, they're sure to get toasted while beboopin' around the Astal Sea or what-not.
Since these Feats are pretty much a "must have, or die", it became a "tax" you had to "pay" in order to advance, as opposed to choosing a Feat that suits your character concept/style.
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7 months ago  ::  Nov 20, 2012 - 8:26PM #10
Mand12
Date Joined: Jun 17, 2010
Posts: 17,043
Improved Defenses is strictly superior to Robust Defenses.  Robust Defenses is an obsolete feat.

As an added advantage, Improved Defenses can be taken at any tier (and probably should).
D&D Next = D&D:  Quantum Edition
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