[citansdnd] Re: Loot from casino, unarmed strike and bonuses

  • From: marbleminotaur@xxxxxxx
  • To: citansdnd@xxxxxxxxxxxxx
  • Date: Sun, 21 Feb 2010 22:08:25 -0500

First of all, I really have to say this right here and now. Barring the use of 
our powers is extremely bad form in 4th edition, and ISN'T FUN. No. No. A 
thousand times No. It will get us killed, no ifs, ands or buts about it. In 4th 
edition EVERYTHING has some intrinsic tie to magic, magical properties or 
magical effects. Every class, be it Martial, Arcane, Divine, or Primal all have 
powers that are obviously "magical" in nature. Due to the terms of our current 
engagement, the "no obvious magic" rule pretty much nullifies the use of 100% 
of our powers. There are no exceptions to this. The use of my Primal Spirit is 
obviously magic, regardless of how the spirit is portrayed flavor-wise. Half of 
my powers have the "Spirit" keyword, which REQUIRES that my Primal Spirit be 
present in the encounter in order for me to even use them. Even my healing 
powers are obvious magic. One summons a giant Bear Spirit onto the field, one 
Summons a giant TIDAL WAVE, and another makes golden Owls appear out fo thin 
air to touch the spirits of our allies. 

With 4th Ed it is extremely important to realise that there is NO mechanical 
difference between classes. Mechanically, every class is exactly the same, be 
they Martial, Divine, Arcane, Primal or soon to be Psionic. Instead, 4th 
edition has introducd ROLES. Defender, leader, Striker and Controller. The 
classes' ROLE defines what they do. Defenders Mark, Strikers deal damage, 
Leaders heal and Controllers do a smattering of all of the above. Magic is 
inherent in every class, every race and every monster, and I cannot stress this 
enough. There are no "Spell Casters" in 4th edition. "Magic" as it was in 
earlier editions DOES. NOT. EXIST. About the closest you get is Rituals that 
EVERYONE can use. All classes can cast Rituals. You have to spend a feat for 
some classes, but the fact remains that EVERYONE can perform them if they wish 
their character to.

Next, I cannot stress enough the importance of the mechanics of 4th edition. 
Keywords and power requirements are there for a reason. This is to keep the 
game balanced. Only tinker with this if you have a full unerstanding of what 
you're doing. That said, no, I do not believe the unarmed strike bonus should 
apply to two handed weapons or light blades. Rogues must take a CLASS FEATURE 
in order to use something that is not a light blade as a light blade. This is 
to keep the game balanced. Keep in mind we still haven't seen the official 
rulings of Monks, but only one more month until that comes about, and hopefully 
it should lay all of this to rest.

I understand what Casey is attempting to do with the unarmed strike stuff, and 
that is why I am stressing these points so vehemently. The way I see it, from a 
balanced, game mechanic point of view, is that what we have gained should be a 
+1 Enhancement bonus, which would apply both to attack rolls and damage rolls 
mind you, to Unarmed attacks and ONLY unarmed attacks. And before you ask, NO, 
my Minotaur Goring Charge racial power does NOT qualify. It already has an 
untyped bonus pre-built INTO the power to compensate for not being able to get 
item bonuses or proficiency bonuses. That and it is a POWER and not a weapon. 
it is important to remember that even though you are unarmed when making an 
unarmed attack, unarmed still counts as a weapon. It is an improvised weapon, 
but can still be used with powers with the "Weapon" keyword. And ONLY if the 
Power itself does not specify what type of weapon or have the ranged keyword as 
well. Therefore, the +1 Enhancement bonus WOULD in fact apply if you were to 
use a non-ranged, non-weapon specific power. This is a very simple concept, and 
people are overcomplicating this issue.

Now, about Great Fortitude. I'd be fine with it if it WASN'T a Paragon Tier 
Feat. This means that we cannot and SHOULD NOT have access to anything like it 
before 11th Level. We are level 3. it may not seem like much, but a +2 to our 
Fortitude Defense is MASSIVE for ANY character before Paragon Tier. Here's the 
thing though, we hit a snag if we wish to make it a divine boon and here's why. 
No item singles out a defense and give a bonus to it. NONE. The only items that 
grant bonuses to the secondary defenses are neck slot items, and they blanket 
all three, and always the same amount. A 3rd level neck Slot item, for instance 
will give a +1 enhancement bonus to Fort, Reflex AND Will. Again, this is 
because of balance issues. If we start giving out wonton bonuses to defenses, 
we're no better than the shmucks who gave the monsters in the monster manual 
bonuses to their defenses for NO REASON. This was fixed in both Dungeon 
master's Guide 2 and Monster Manual 2. So, just a heads up to all you out 
there, DO NOT TRUST THE MONSTERS AS WRITTEN IN THE FIRST MONSTER MANUAL. 
Anyway, on the issue at hand, at MOST I would say we could get away with a +1 
ITEM bonus to Fortitude if nothing else, or at least use the divine boon to 
give us a +1 Enhancement bonus to all three secondary defenses, since thats the 
ONLY way you can do it with a divine boon.

So, in summary, the only BALANCED solution I can see is:

A) +1 Enhancement bonus to Unarmed Strikes
and
B) Either a +1 Item bonus to Fort or a blanket+1 Enhancement bonus to Fort, Ref 
and Will.

Please please PLEASE don't forget what level we are at. We are only level 3, 
and should not see ANYTHING higher than +1 until hitting 5th or 6th Level. 
These are honestly the only balanced solutions I can see, and DO follow the 
rules for divine boons.

Now, on one final note, I have to say again that you should NOT be limiting our 
powers. PLEASE DO NOT DO THIS. This is because in order for the encounters to 
be SURVIVABLE, the game EXPECTS, nay DEMANDS that we use ALL RESOURCES 
AVAILABLE TO US. There's just no exception to this! The game is built like 
this. EXACTLY like this. You simply cannot deny our powers to us and expect us 
to be able to win. Period. A good example is saying "Build me a Bicycle! Oh, 
but you don't get any wheels, nuts, bolts or a wrench. OH, and you can't 
improvise either, sorry" Would you do this? COULD you do this? The answer is 
quite simply and emphatically no, you cannot build a bicycle without using 
wheels, nuts or bolts.

I don't mean to sound so ruleslawyery but I'm actually TERRIFIED of what's 
going to happen if this were to continue, and I have to draw a line with 4th 
edition. I can already tell you being able to only attack unarmed and use my 
Goring charge ONCE the entire game is not going to be fun. Period. It isn't 
what my character would EVER do. I will be completely and utterly useless and 
it would probably be much better if I wasn't even on the team in the first 
place. I don't speak for Ray, but I can imagine it's the exact same deal with 
his character. Unless we can use every power we have at our disposal, we will 
lose and it completely defeats the purpose of even having our characters the 
way they are.

-----Original Message-----
From: warrl@xxxxxxxxxxxxx
To: citansdnd@xxxxxxxxxxxxx
Sent: Sun, Feb 21, 2010 1:19 pm
Subject: [citansdnd] Loot from casino, unarmed strike and bonuses


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.


-------------------------------------------------------------------------------


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.


--------------------------------------------------------------------------------


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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