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Re: [RPG]: Player's Handbook 2, reviewed by C.W.Richeson (5/5)
Personally, while I do feel that there is some power creep in PHB2, I think it will actually make for a better game.
The Expertise and Melee Training feats are good examples.
At first I was very sceptical about the Expertise feats, as bonuses to attack are highly unbalancing. However, someone pointed out to me that in 4E AC typically goes up faster than attack bonus, which means that as the levels go up, you start missing more and more often. Since longer combats and wasted dailies are no fun, I consider this to be a reasonable fix. I would have prefered a simple +1 at paragon and epic tiers though, as "mandatory" feats aren't fun either.
Melee Training fixes another such issue, being the fact that melee basic attacks always use Str for the attack role, even though in the world(s) of 4E D&D there are many effective melee fighters who don't use Str to attack. It really makes no sense that a Paladin, Rogue or Avenger can kick butt in melee, while being practically unable to land an opportunity attack (particularly at the epic tier). This also screws classes such as Warlords, who can grant party members additional melee basic attacks. If the melee fighters in the party happen to use an ability other than Str for their attacks, then the ability of the Warlord becomes mostly useless. (By the way, I'm very surprised that this was never noticed during playtesting of the PHB.) Again, I would have prefered a simple rules fix though. It would be sufficient to add a line to each class description stating something like: "Paladins use their Wisdom modifier to make melee and ranged basic attacks."
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