[citansdnd] Loot from casino, unarmed strike and bonuses

  • From: warrl@xxxxxxxxxxxxx
  • To: citansdnd@xxxxxxxxxxxxx
  • Date: Sun, 21 Feb 2010 13:19:47 -0800

Loot from casino:

8 matching goblets, western glass crystal

glass shards equivalent to 2 more goblets

the following gambling chips, actual value (before any black-market 
losses) approximately equal to face value
* 11 yellow, 1000 GP each
* 20 red, 100 GP each
* 14 black, 50 GP each
* 19 green, 10 GP each
* 25 white, 1 GP each

Total face value of the chips (which is what Casey said we got): 13,915GP, or a 
touch under 
1740 each.

GP value of recommended treasure parcels for a group of five level-2 characters 
is 5360, or 
1072 each.

Assuming Casey doesn't revise downward, we can each afford a pair of level-4 
magic items, 
or a level-5 and a level-3, or a pair of level-3 and a level-2.

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Unarmed Strike feat

1) Casey originally gave it Reach 1. I suspect this was due to unfamiliarity 
with 4th Edition 
terminology. If your movement leaves you one square shy of being able to stab 
someone 
with your sword, just punch him instead.. um... Let's forget Reach, okay?

2) Casey describes the weapon as in group Unarmed and with the property 
Offhand. But he 
also said it can be used with any (melee?) power with the Weapon keyword, and 
let Assad 
do Sneak Attack damage which normally requires a Light Blade. There are reasons 
why 
Wizards puts each weapon in not more than two groups, and even that only if one 
of the 
groups is "pole arm" or it's a superior/multiclass weapon.

Also, consistency makes life easier. If the "weapon" counts as a certain type 
for powers, it 
should count the same for feats and class features. Each class is a unique 
combination of 
features, feats, and powers, and it would be difficult to construct an 
"it-counts-sometimes" 
arrangement that treats all classes evenly.

I suggest that each player be allowed to choose (individual variations in 
training):
a) Unarmed Strike is usable with either two-weapon powers or two-handed-weapon 
powers, 
but not both.
b) Unarmed Strike is part of any one weapon group, but not Pole Arm or anything 
ranged or 
thrown.

This is actually a pretty powerful arrangement (better, as an add-on to a 
non-monk, than the 
monk's unarmed strike would be), but I think this is what it takes to allow all 
our melee 
characters to use their powers.

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Bonuses:

+2 Fort is equivalent to the Paragon feat Great Fortitude. No problem there.

The suggested strength bonus is +2 to strength but only for purposes of melee 
attacks. This 
is hard to work into the character sheet, particularly with the Character 
Builder, and also 
doesn't do much for non-strength-based attacks (Assad, for example, with his 
suite of dex-
based powers). When it applies, it works out to +1 to hit and +1 to damage on 
attacks that 
get stat bonuses.

One easy partial fix would be to just give +2 to strength. But that applies the 
bonus to a 
number of skills, heavy thrown weapons, and some other situations, and still 
does nothing 
for Assad. And it would also give another +1 to Fortitude, for any character 
with more 
Strength than Constitution (most to all of our melee guys, and possibly some of 
the casters 
too).

What I think is a narrower fix: 
A) Weapon Focus (+1 damage) Unarmed Strike.
B) Weapon Expertise (+1 attack) Unarmed Strike.

This is immediately somewhat less powerful than what Casey said, because it 
wouldn't 
apply to other melee weapons; but it gives the damage bonus to attacks that 
don't get 
ability-modifier damage, and also satisfies the prerequisites for Weapon Master 
which 
applies the same benefits to all weapons - including ranged weapons - the 
character is 
proficient with. That is at least a plausible compromise.

(Casey: The current scenario inherently favors melee combatants over casters. 
Sometime 
after it's done, can you give the casters a chance to show off?)

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