It's not min-maxing to put a high stat in your primary ability. Min-maxing implies some minning in there. :P Delro didn't suggest gimping everything about your character.
When you make a more well-rounded character and then are concerned about your ability to hit, increasing your primary stat which is keyed to almost all your attacks is a very reasonable suggestion. You won't be well-rounded when you want to "hit more" because the "more" means just that, you're going to get into tradeoffs.
I've found 4e very simple for making effective characters. With the pairing of abilities for defenses you often won't need many high abilities, it seems like a lot of people are just used to the feel of 3.5e and not looking at the crunch. For example, I wouldn't dream of playing an 8 Dex wizard in 3.5e, but I could totally do that now if I wanted to since having a non-graceful wizard not only is mechanically sound but makes more sense anyways.
I've generally noticed people have been stressing over the difference in to-hit expectation on WotC's part.
At the end of the day, they expect you to be able to hit on an 11 on the d20, and people all seem to be freaking out about it in play and in how they build their characters.
I've generally noticed people have been stressing over the difference in to-hit expectation on WotC's part.
At the end of the day, they expect you to be able to hit on an 11 on the d20, and people all seem to be freaking out about it in play and in how they build their characters.
I just stress about it because I feel like a bitch when I use a power and I whiff.
It's why I like the warlord's at-will that gives 1+CHAMOD bonus to hit and damage to an ally on their next attack. Make sure all their /encounters and /dailies stick.
I've generally noticed people have been stressing over the difference in to-hit expectation on WotC's part.
At the end of the day, they expect you to be able to hit on an 11 on the d20, and people all seem to be freaking out about it in play and in how they build their characters.
I just stress about it because I feel like a bitch when I use a power and I whiff.
It's why I like the warlord's at-will that gives 1+CHAMOD bonus to hit and damage to an ally on their next attack. Make sure all their /encounters and /dailies stick.
That's the way it should be! Making combat a coin-toss if the players don't work together is just fine by me. Using tactics and complementing other's powers should be required to do well.
That's the way it should be! Making combat a coin-toss if the players don't work together is just fine by me. Using tactics and complementing other's powers should be required to do well.
Exactly.
Earn your hits with teamwork, otherwise you're just a bunch of solo dudes.
I agree it looks like 11/20 is the target roll to hit an even level monster.
With a 16 in the relevant stat: A fighter will have around +6 to hit vs average ac of 16, a warlock will have around a +3 to hit vs an average reflex of 14.
Things work better for everyone if you flank, use warlord powers, etc. However it does seem like casters need to focus their stats a bit more than weapon using martial classes to get the same success rate at lvl1.
Or maybe it's just a screw-up, because they're also apt to do that as well. Look at previous editions when the Rogue could sneak attack every single damn attack.
And really, if I'm being a smart-ass commenting on your "Comic Book Guy" demeanor about the game and telling you to shove it up your ass, I'm fine with that.
I'm pretty certain it's "Previous Edition", 2nd and before you basically had to not exist in order to get sneak attack and I think I saw it used like once, maybe.
2nd Edition you had to catch someone completely unawares yeah, but it also could put some hurt on enemies. It started at 2x damage and ramped up with level until 5x.
It was rarely used in tabletop, but in video game versions it for some reason was allowed all the time, basically so long as the target had their back to you.
Posts
The trick to hitting more often is to make heavy use of tactical advantages.
The fact that there are dozens of ways to get combat advantage in 4E helps here.
When you make a more well-rounded character and then are concerned about your ability to hit, increasing your primary stat which is keyed to almost all your attacks is a very reasonable suggestion. You won't be well-rounded when you want to "hit more" because the "more" means just that, you're going to get into tradeoffs.
I've found 4e very simple for making effective characters. With the pairing of abilities for defenses you often won't need many high abilities, it seems like a lot of people are just used to the feel of 3.5e and not looking at the crunch. For example, I wouldn't dream of playing an 8 Dex wizard in 3.5e, but I could totally do that now if I wanted to since having a non-graceful wizard not only is mechanically sound but makes more sense anyways.
At the end of the day, they expect you to be able to hit on an 11 on the d20, and people all seem to be freaking out about it in play and in how they build their characters.
I just stress about it because I feel like a bitch when I use a power and I whiff.
It's why I like the warlord's at-will that gives 1+CHAMOD bonus to hit and damage to an ally on their next attack. Make sure all their /encounters and /dailies stick.
That's the way it should be! Making combat a coin-toss if the players don't work together is just fine by me. Using tactics and complementing other's powers should be required to do well.
Exactly.
Earn your hits with teamwork, otherwise you're just a bunch of solo dudes.
With a 16 in the relevant stat: A fighter will have around +6 to hit vs average ac of 16, a warlock will have around a +3 to hit vs an average reflex of 14.
Things work better for everyone if you flank, use warlord powers, etc. However it does seem like casters need to focus their stats a bit more than weapon using martial classes to get the same success rate at lvl1.
Yeah, its a good sign, missing with "Tide of Iron" feels allot worse than missing with "sword attack"
I'm pretty certain it's "Previous Edition", 2nd and before you basically had to not exist in order to get sneak attack and I think I saw it used like once, maybe.
It was rarely used in tabletop, but in video game versions it for some reason was allowed all the time, basically so long as the target had their back to you.
Also, Ranger multi-classing got changed so that you only get 1 round out of the quarry.
D'oh.
This thread needs a lock at this point.