
Robb Smith |
1 person marked this as a favorite. |

Other people have used the term 'mindless'. Maybe not you, but others who are arguing for the same status quo.The point is, we are told that the Int requirement must stay, to punish the cynical min-maxers, who dump their stats to the level of morons.
I say, Int 12 is not moronic, and is not even a dump-stat.
It's also an even stat, and buying nothing but even statistics does not need to be rewarded further by opening up a feat tree.
This is not new, different, or exciting. The Dodge tree requires 13 Dex. The Power Attack tree requires 13 Strength. Stunning Fist requires 13 Wis. Two-Weapon fighting requires 15, 17, and 19 for the various levels. Noticing any trends? Can you name one possible reason that the Int tree should be different then just about every other core feat with a stat requirements needed an odd number?
Oh. Because it's depriving you of a precious dump stat.

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ShadowcatX wrote:Anyone ever hear the phrase "fight smarter"?i know the flavor intent behind the requirement, but there's already a martial class that gives options for int fighters (duelist)
A martial class and a few choice feats, actually. Not as many options and certainly not as many must haves, as for say, a big brute fighter, but smart fighters have a place and that is doing tricks like disarming and tripping.

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What if Combat Expertise allowed you to add Int to CMB and CMD (maybe only for the Combat Maneuvers it's a prereq for, maybe for all of them?) and was the prereq for a feat that added Int to melee weapon damage? Would that help?
Not really. Now fighters can't trade their attack bonus (which they have a lot of) for AC. They have to pump Int to get any use out of the feat. Meanwhile wizards are like "free CMB/D boost based on my primary stat? YES PLEASE".

ProfessorCirno |

This is not new, different, or exciting. The Dodge tree requires 13 Dex. The Power Attack tree requires 13 Strength. Stunning Fist requires 13 Wis. Two-Weapon fighting requires 15, 17, and 19 for the various levels. Noticing any trends?
Yes - casters are allowed to have dump stats, non-casters aren't, for no given reason other then "I love wizards SO MUCH!"

John Kretzer |

Here's the thing: Combat Maneuvers are definitely something the intelligent fighter will use, but they are in no way, shape, or form even remotely so exclusive to that archetype that the feats should be locked behind the Combat Expertise feat. What do you do with Combat Maneuvers? You push people around (Bull Rush). You knock them down (Trip). You take their stuff, or break it. (Disarm, Sunder) You throw dirt in their eyes (Dirty Trick). These are the province of brutes and bullies as much as elite warriors. Feinting is honestly the only one I can think of where Combat Expertise would be a remotely sensible prerequisite.
Just want to point out...I guess you missed my post...
but as of Pathfinder...YOU DON"T NEED COMBAT expertise to bull rush, sunder...or a couple of other maneuvers.
Actualy you don't need feats to use any maneuver either.

Tim4488 |
Tim4488 wrote:What if Combat Expertise allowed you to add Int to CMB and CMD (maybe only for the Combat Maneuvers it's a prereq for, maybe for all of them?) and was the prereq for a feat that added Int to melee weapon damage? Would that help?Not really. Now fighters can't trade their attack bonus (which they have a lot of) for AC. They have to pump Int to get any use out of the feat. Meanwhile wizards are like "free CMB/D boost based on my primary stat? YES PLEASE".
I'm sorry, I misspoke. "What if Combat Expertise did that IN ADDITION to the subtracting attack/adding to AC?" is what I MEANT. I did not phrase it clearly at all.
So Combat Expertise would look something like (new part in italics):
Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. In addition, you may substitute your Intelligence bonus for your Strength bonus for purposes of calculating Combat Maneuver Bonus and Combat Maneuver Defense.
And then, like I said, perhaps a feat with this as a prereq that adds Int to damage.

Tim4488 |
Tim4488 wrote:Still seems like more of a freebie to wizards than a boost to fighters. :(
I'm sorry, I misspoke. "What if Combat Expertise did that IN ADDITION to the subtracting attack/adding to AC?" is what I MEANT. I did not phrase it clearly at all.
I COULD say "Int adds, to a max of BAB" but that seems clunky and mean to low-level fighters. I guess my main argument against this is... do Wizards really want to burn a feat on their CMD when they could be picking up Spell Focus, Combat Casting, Item Creation, Metamagic, or any of the feats in APG or UM that I don't quite have down yet? How often does a Wizard hit 3rd level and go "Man, it would be nice to pick up Augment Summoning, but I REALLY need to increase my resistance to bull rushing..." In other words, sure it might be nice to Wizards, but is a Wizard going to care?
Now, I'm not trying to be sarcastic exactly. This MIGHT actually be what's happening. But I have yet to have a player play a PF Wizard, so I'm not familiar with how the class interacts with the CMB/CMD mechanics, if it does at all.

John Kretzer |

Okay! New rule!
Charm Person/Monster requires 15 Cha.
Comprehend Languages requires 13 Int.
Crushing Hand requires 13 Str.
Cure Light Wounds requires 14 Wis.
Haste requires 15 Dex.
Detect Secret Doors requires 13 Wis.
Elemental Body requires 14 Con.
More to come, friends!
Ah...so let me guess you are a big fan of 3.0 Psionics?

Robb Smith |

Robb Smith wrote:This is not new, different, or exciting. The Dodge tree requires 13 Dex. The Power Attack tree requires 13 Strength. Stunning Fist requires 13 Wis. Two-Weapon fighting requires 15, 17, and 19 for the various levels. Noticing any trends?Yes - casters are allowed to have dump stats, non-casters aren't, for no given reason other then "I love wizards SO MUCH!"
Nothing says you can't dump Int. You just can't go expertise fighter.
If a caster dumps strength and/or dex, they're going to suck for a REALLY long time at touch attack spells, if they dump con they're asking to die, if they dump wis, well... it's fine for them for the most part, but the party probably won't appreciate the charm person fireball.
I guess they can dump charisma without hurting some aspect of their character, but most non-casters can do the same damn thing.

Robb Smith |

Okay! New rule!
Charm Person/Monster requires 15 Cha.
Comprehend Languages requires 13 Int.
Crushing Hand requires 13 Str.
Cure Light Wounds requires 14 Wis.
Haste requires 15 Dex.
Detect Secret Doors requires 13 Wis.
Elemental Body requires 14 Con.
More to come, friends!
Sure. Make it so all the casting classes use the same primary casting stat like all melee classes use strength, and I'm on board.
And don't even dare mention finesse. That's an option that's provided to give non-casting classes even MORE of an opportunity to have dump stats.

ProfessorCirno |

Nothing says you can't dump Int. You just can't go expertise fighter.
If a caster dumps strength and/or dex, they're going to suck for a REALLY long time at touch attack spells, if they dump con they're asking to die, if they dump wis, well... it's fine for them for the most part, but the party probably won't appreciate the charm person fireball.
I guess they can dump charisma without hurting some aspect of their character, but most non-casters can do the same damn thing.
Con isn't a dump stat for anyone.
Wizards can do just fine with low dexterity. Touch spells are just that - touch spells. They don't hit AC. And even then, what touch spells are you using?
Wizards have high will, so they don't need wisdom either.
No need for strength, naturally.
And no big need for charisma as it's easily made up for.
Casters need two stats: Prime casting stat and constitution. Everything else is a dump stat.

Robb Smith |

Wizards can do just fine with low dexterity. Touch spells are just that - touch spells. They don't hit AC. And even then, what touch spells are you using?
Strength, for the most part, I will give you. Dex - No. I vehemently refuse to believe that any legitimately played and leveled wizard has a Dex of less then 10. not choosing to increase a stat is NOT a "dump stat". Dexterity is not a dump stat for casters. Casters need the AC, they need the initiative bonus, and they need the bonus on ranged touch attacks.
Yes, touch ACs are lower. However, you are forgetting about the penalties. Most casters do not have precise shot, so add 4. If you're an 11th level caster that tanked your dex and you're trying to disintegrate something, after factoring melee penalties most of the things I checked came to about a 60/40 to 50/50% chance. NOT what I want to be risking my spells on. To me, this means ranged touch spells (of which there are a lot of really good ones) are out of the question.
Wizards have high will, so they don't need wisdom either.
Not needing to increase is, again, not the same as a dump stat.
No need for strength, naturally.
Agreed. Strength can be a dump stat, but it comes with a heavy risk of being grappled. Especially if you also dump dex, then we're talking about "getting grappled by kobolds." territory.
And no big need for charisma as it's easily made up for.
Agreed again.
Casters need two stats: Prime casting stat and constitution. Everything else is a dump stat.
Sorry, but wrong. There are PLENTY of incentives NOT to dump stats with casters. Is it possible - Yes. But I can also come up with pretty much any non-caster class that can viably dump 3 stats too.
(STUPID BROKEN QUOTE TAGS)

Robb Smith |

Robb Smith wrote:Next rule. All classes use Int for Spells known, Wis for spells per day, and Cha for save DCs.
Sure. Make it so all the casting classes use the same primary casting stat like all melee classes use strength, and I'm on board.
Meh, 1/10. You're not effectively mirroring any non-caster detriment here. Everyone needs Con, and arguably Dex (Because they didn't do anything in Pathfinder to make it so that Dex wasn't the One Stat to Rule Them All, in fact they made it worse with Dervish Dance)
You can do better than that.

Tim4488 |
TriOmegaZero wrote:Robb Smith wrote:Next rule. All classes use Int for Spells known, Wis for spells per day, and Cha for save DCs.
Sure. Make it so all the casting classes use the same primary casting stat like all melee classes use strength, and I'm on board.
Meh, 1/10. You're not effectively mirroring any non-caster detriment here. Everyone needs Con, and arguably Dex (Because they didn't do anything in Pathfinder to make it so that Dex wasn't the One Stat to Rule Them All, in fact they made it worse with Dervish Dance)
You can do better than that.
True, but there's still degrees. The difference between Dex 14 and Dex 18, or Con 14 and Con 18, is dramatically worse for a Fighter, Barbarian or Ranger than it is for a Wizard or Sorcerer (on average, specific builds, obviously, may vary.) A Wizard with Con 10 has a better chance of surviving if played carefully than a Fighter with Con 10. Does that mean no one has ever played a Con 18 Wizard or a Con 10 Fighter? Of course not. But they're rarer for a reason.

Robb Smith |

True, but there's still degrees. The difference between Dex 14 and Dex 18, or Con 14 and Con 18, is dramatically worse for a Fighter, Barbarian or Ranger than it is for a Wizard or Sorcerer (on average, specific builds, obviously, may vary.) A Wizard with Con 10 has a better chance of surviving if played carefully than a Fighter with Con 10. Does that mean no one has ever played a Con 18 Wizard or a Con 10 Fighter? Of course not. But they're rarer for a reason.
Again, not raising something is not a "dump stat." People complaining about the Int 13 requirement are just upset that they cannot use Int as a dump stat on their fighter. They'd be complaining if there was a requirement of 12, 11, or probably even 10.

Tim4488 |
Tim4488 wrote:True, but there's still degrees. The difference between Dex 14 and Dex 18, or Con 14 and Con 18, is dramatically worse for a Fighter, Barbarian or Ranger than it is for a Wizard or Sorcerer (on average, specific builds, obviously, may vary.) A Wizard with Con 10 has a better chance of surviving if played carefully than a Fighter with Con 10. Does that mean no one has ever played a Con 18 Wizard or a Con 10 Fighter? Of course not. But they're rarer for a reason.Again, not raising something is not a "dump stat." People complaining about the Int 13 requirement are just upset that they cannot use Int as a dump stat on their fighter. They'd be complaining if there was a requirement of 12, 11, or probably even 10.
That's putting words in the mouths of people who disagree with you. I think an Int 11 requirement would sit better with a lot of people. I also think there are complaints about this feat other than the Int requirement.

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Tim4488 wrote:True, but there's still degrees. The difference between Dex 14 and Dex 18, or Con 14 and Con 18, is dramatically worse for a Fighter, Barbarian or Ranger than it is for a Wizard or Sorcerer (on average, specific builds, obviously, may vary.) A Wizard with Con 10 has a better chance of surviving if played carefully than a Fighter with Con 10. Does that mean no one has ever played a Con 18 Wizard or a Con 10 Fighter? Of course not. But they're rarer for a reason.Again, not raising something is not a "dump stat." People complaining about the Int 13 requirement are just upset that they cannot use Int as a dump stat on their fighter. They'd be complaining if there was a requirement of 12, 11, or probably even 10.
Already done in this thread.
I suggested the alternate options:
requirement Dex 13 and Int 10 or Dex 10 and Int 13
as the archetype is the dexterous or intelligent fighter
the reply was a tirade about the mindless brute and how a 7 int guy is not stupid.

Robb Smith |

That's putting words in the mouths of people who disagree with you. I think an Int 11 requirement would sit better with a lot of people. I also think there are complaints about this feat other than the Int requirement.
You're right, I am, though in one case as the poster above points out, it was already said. And if this argument hadn't been had countless times before pathfinder even existed, I'd probably feel bad about it.
The complaints about the feat I'm more sympathetic to, but there are plenty of "stepstone" feats that aren't that great in lots of other categories as well, such as Dodge and Mobility. It's jut like every other game, they are there to gate people from having the best abilities right away. They're arbitrary limitations put in place for game balance - the same reason only fighters get weapon specialization (discounting the odd prestige class or archetype), and the same reason there are bab limitations on things like improved critical.

Zombieneighbours |

Zombieneighbours wrote:Depends from your concept of "playable" I guess. Moreover, I wonder why this character should be penalized compared to a THF one, just to trying to play a "classic".Kaiyanwang wrote:The problem is that sometimes this forbids you to create a character. Such as a Sword and Board fighter if you don't have enough good stats.
Pimp decent strenght and constitution, high dexterity and in top of that int 13 is not easy.
A 15 point human fighter can, without dumping, make the requirements for Power attack, two weapon fighting and combat expertise and have enough points left over to get a con bonus. Hell, you even get a relatively realistic stat line.
It isn't by any means going to be winning medals at the DPS awards or be the toast of the Optimisers ball, but it is playable.
Playable = Can in a balanced non-optimised party of four, defeat most encounters of up to +4 CR.
Their are other ways to play the sword and board classic. A sword and boarder doesn't 'need' to be a SM specialist, sheild basher and power attacker all at the same time, and such characters probably shouldn't be built under a 15 point build. All that said, he isn't even really penalised, he might do less damage, that a guy with a two handed weapon, but he is far better able to operate alone, has a better armour class and reflex save, more skills. The only way he 'suffers' is if DPR optimisation is how you measure his success as a character.
He might not do vast damage, but this dude can hold a choke point for a long old time.

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[sarcasm]Yeah, because fighters should only be two-handed weapon wielding meat grinders.[/sarcasm]
We are playing Kingmaker. A fighter in the group has 31 AC. At level 5. He constantly misses with his longsword, but i need a 20 with most monsters just to hit him. And he did it completely legally. He can hold a choke point for hours, as long as there are no spellcasters and no touch attacks. God forbid if he started usgin defensive fighting and CE.
To all people who dump int with fighters and then can't take CE: Serves you right for minmaxing.
I believe that the int 13 requirement is there solely to piss off minmaxers. And i love it for that.

ProfessorCirno |

[sarcasm]Yeah, because fighters should only be two-handed weapon wielding meat grinders.[/sarcasm]
We are playing Kingmaker. A fighter in the group has 31 AC. At level 5. He constantly misses with his longsword, but i need a 20 with most monsters just to hit him. And he did it completely legally. He can hold a choke point for hours, as long as there are no spellcasters and no touch attacks. God forbid if he started usgin defensive fighting and CE.
To all people who dump int with fighters and then can't take CE: Serves you right for minmaxing.
I believe that the int 13 requirement is there solely to piss off minmaxers. And i love it for that.
Minmaxers aren't making fighters, hth.

Ellington |
1 person marked this as a favorite. |

[sarcasm]Yeah, because fighters should only be two-handed weapon wielding meat grinders.[/sarcasm]
We are playing Kingmaker. A fighter in the group has 31 AC. At level 5. He constantly misses with his longsword, but i need a 20 with most monsters just to hit him. And he did it completely legally. He can hold a choke point for hours, as long as there are no spellcasters and no touch attacks. God forbid if he started usgin defensive fighting and CE.
To all people who dump int with fighters and then can't take CE: Serves you right for minmaxing.
I believe that the int 13 requirement is there solely to piss off minmaxers. And i love it for that.
And what hurdles are there in place for minmaxing wizards? The most powerful class in the game?
Would you be okay with Combat Casting having a strength requirement of 13, and be the prerequisite for half the metamagic feats?

Zombieneighbours |

Hama wrote:[sarcasm]Yeah, because fighters should only be two-handed weapon wielding meat grinders.[/sarcasm]
We are playing Kingmaker. A fighter in the group has 31 AC. At level 5. He constantly misses with his longsword, but i need a 20 with most monsters just to hit him. And he did it completely legally. He can hold a choke point for hours, as long as there are no spellcasters and no touch attacks. God forbid if he started usgin defensive fighting and CE.
To all people who dump int with fighters and then can't take CE: Serves you right for minmaxing.
I believe that the int 13 requirement is there solely to piss off minmaxers. And i love it for that.
And what hurdles are there in place for minmaxing wizards? The most powerful class in the game?
Would you be okay with Combat Casting having a strength requirement of 13, and be the prerequisite for half the metamagic feats?
I'd be entirely fine with combat casting having a physical pre-req. I'd also be fine with a feat pre-req on metamagic feats. Not sure that combat casting would be appropreate, as the is no logical or thematic link between it and metamagic. Those links do exist betweem ce and cm feats.

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And what hurdles are there in place for minmaxing wizards? The most powerful class in the game?Would you be okay with Combat Casting having a strength requirement of 13, and be the prerequisite for half the metamagic feats?
Well, you don't need trip disarm etc... to be good at fighting and dish out enormous amounts of damage. If combat expertise was a prerequisite for vital strike, i would complain. As written, it is good.
A minmaxing wizard will most probably dump str or cha...a shadow will use that to kill him very fast.
If i get a minmaxer in my group, i usually start using monsters that attack the stat he dumped. That teaches them not to minmax.
As for combat casting, i would rather give it a prereq of dex 13 and it to be a required feat for focus on evocation spells and empower and maximize spell feats. How's that?
And the point of pf is that the classes work together, not against each other. So what if the wizard is powerful? He blows through his spells and he is dead. Figther can swing a sword all day long and take the punishment.

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Combat Expertise is not intended for fighters that you want as dumb as the Hulk.
Int 12 is not dumb.
The Int requirement and the lack of utility of the feat has prevented from ever taking the feat with any character (and therefore the subsequent feats in the chain).
It is a badly designed feat.
But that's no what people are complaining about. They're complaining that they can't take the feat for their Int 7 or Int 5 dumb as a rock fighters.
Hmm. I'm pretty sure Axl was complaining about it not being available to an Int 12 PC. It's there, in his post you quoted.
As was I. As have lots of people.I also believe it should be available for Int 11, Int 10, Int 9, certainly anyone who is not below the 3d6 mid-range.
Int 8 or less?
Well, there's where a case could be made, but an equally compelling case can certainly made that anything a dog can do, a human should be smart enough to do.
But then, that's opening up that whole can of worms from the Animal Companion rules, re animals having 'a different kind of intelligence', to explain why an Int 2 dog is bright and alert, while an Int 7 PC is deemed to be a drooling cretin. Yet at the same time, a dog who gets its Int raised into the teens isn't allowed to perform tasks that an Int 3 human gets handwaved away.
It is indeed a most perplexing conundrum.

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This is not new, different, or exciting. The Dodge tree requires 13 Dex. The Power Attack tree requires 13 Strength. Stunning Fist requires 13 Wis. Two-Weapon fighting requires 15, 17, and 19 for the various levels. Noticing any trends? Can you name one possible reason that the Int tree should be different then just about every other core feat with a stat requirements needed an odd number?
Oh. Because it's depriving you of a precious dump stat.
It's different, since those other stats are related to their respective feat chains. Int is completely irrelevant to the learning, or success of the feat chain it is made a prereq for.
That is unacceptable for many.If we have to have a stat requirement, why not Dex?
And Int 12 is not a dump stat.
Even if you run your games with 50 point-buy, so the players have plenty to go round, an ability that is higher than the human average can hardly be said to be dumped.
In a game with 15 point-buy, Int 12 is highly intelligent.
If you choose to run your games so that you punish anyone for having a 12 or less in any stat, then you're playing a very different game from the majority.
There may be value in having heroes with a flattened array, to simulate more rounded backgrounds. Let us know how it goes.

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LazarX wrote:Combat Expertise is not intended for fighters that you want as dumb as the Hulk.Depends which Hulk your discussing, really.
Are we talking Green, Grey or Red?
Or She-Hulk?
Cos she's a lawyer. And she hung out with Reed Richards.
More hilariously, Marvel says the reason that Hulk doesn't hurt that many people during his rampages is that he is doing geometric calculations to prevent people from dying while he's rampaging.
The accepted reason for Marvel's ridiculous claim is that Hulk isn't a killer.
But back to PF, the lack of scaling on many things really hurt the system once it's been broken down and understood.

Revan |

Revan wrote:Here's the thing: Combat Maneuvers are definitely something the intelligent fighter will use, but they are in no way, shape, or form even remotely so exclusive to that archetype that the feats should be locked behind the Combat Expertise feat. What do you do with Combat Maneuvers? You push people around (Bull Rush). You knock them down (Trip). You take their stuff, or break it. (Disarm, Sunder) You throw dirt in their eyes (Dirty Trick). These are the province of brutes and bullies as much as elite warriors. Feinting is honestly the only one I can think of where Combat Expertise would be a remotely sensible prerequisite.Just want to point out...I guess you missed my post...
but as of Pathfinder...YOU DON"T NEED COMBAT expertise to bull rush, sunder...or a couple of other maneuvers.
Actually you don't need feats to use any maneuver either.
You don't need the Improved [Maneuver] feat to use a maneuver, but you do damn well need it to make any effective use of them, same as in 3.5. Every maneuver I can think of has more to do with brute force or speed than intelligence, nor do they have much to do with setting up a canny defense.
Put another way...I tried to customize Laori Vaus a bit for my home game. It's an essential part of her character that she's not terribly bright, but as a sadist with a spiked chain, Improved Trip would have been thematically perfect...but even if I were to boost her intelligence to above average, in contradiction to her character, she didn't have the feats to spare on Combat Expertise and Improved Trip.

Gignere |
A suggested change to Combat Expertise
A smart fighter if you read any of the interviews of what people consider as smart fighters, most recent example is Manny Pacquiao and his coach.
Smart fighting is about making your opponents unable to read your positioning, and he talks about angles and footwork. So it seems intelligent fighting has very little to do with increasing AC but rather it is debuffing the opponent. Causing the opponent to make a mistake and leave themselves wide open for a vicious counter attack.
Maybe change combat expertise to:
Select one target above animal intelligence you can take a -1 to BAB to lower the target's AC by -2. For every 5 points of BAB the minus increase by 1 and the AC is reduced by another 2.
Now this feat certainly require int 13.
Make this a prereq for another feat that increases your CMD, against the target of your combat expertise.
Make another feat that increases damage dealt up to your int bonus on the target of your combat expertise.
Now this is a believable and smart fighter that reflects reality too.

james maissen |
A suggested change to Combat Expertise
I would go with one of the following two:
1. Keep the bonus to AC the same but have the penalty to attacks always be a -1. In the low levels that point of AC can be felt, so it might be worth a feat. In higher levels sacrificing 1 attack roll for 4 or so AC could be worth a feat.
2. make it the PrC Duelist ability 'parry' and thus give the Duelist the feat: combat expertise for free at 2nd level (letting them take improved disarm, etc without the stat requirement.. though they are likely to have it anyway).
-James

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Okay! New rule!
Charm Person/Monster requires 15 Cha.
Comprehend Languages requires 13 Int.
Crushing Hand requires 13 Str.
Cure Light Wounds requires 14 Wis.
Haste requires 15 Dex.
Detect Secret Doors requires 13 Wis.
Elemental Body requires 14 Con.
More to come, friends!
Empower Spell: 13 Str (the human body was not made to handle such forces). Only covers spell levels 1-3.
Improved Empower Spell: 15 Str and Empower Spell. Allows Empowering of spell levels 4-6.
Greater Empower Spell: 17 Str, Improved Empower Spell and Empower Spell. Covers spell levels 7-9.
Maximise Spell: 15 Str and Empower Spell (how can you possibly maximise, if you never learned to Empower? Crazy!). Covers spell levels 1-3.
Improved Maximise Spell: 17 Str, Empower Spell amd Maximise Spell. Allows Maximising of spell levels 4-6.
What do you think? Too lenient?
They're still way lower than the stat requirements for two-weapon fighting, which start at 15 and go up from there.

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As a general rule smart characters are better able to adapt to changing situations than stupid characters. This may not hold true in every situation, but as an average rule throw a person with a 70 IQ and a 130 IQ into a half dozen situations where they are forced to improvise and the higher IQ will come through more often.
You can not learn to trip someone simply through rote and repetition when that someone is waving a sword (or axe, or whatever) at you, especially if that person is also using a shield. You can learn and apply the basics, but that will leave you open to getting yourself dead. However, if you can study your opponent and find a way through his defenses then you have a chance at doing it without getting cut to ribbons but that requires intelligence beyond what the average barbarian is going to have.
To me, combat expertise is having been trained to step back and consider the battle, to detach one's self from the rush of adrenaline and the thoughts of "hack, hack, hack, slash, good." The mechanics reflect this. That makes sense, to me, for disarming and tripping. (Dirty fighting not so much.)
Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.

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More hilariously, Marvel says the reason that Hulk doesn't hurt that many people during his rampages is that he is doing geometric calculations to prevent people from dying while he's rampaging.
It's not entirely farfetched. Birds and other animals can navigate by the stars, or using the Earth's magnetic fields despite the fact they don't have the brains to know astronomy or physics. And the Hulk personas are derived from a genius-level brain, he's just repressing concious use of it. On the other hand, Joe Fixit is clever enough to manipulate Bruce Banner's actions close enough that Banner began to suspect that Fixit was trying to find a cure to rid himself of him.

Evil Lincoln |

Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.
I'm a GM. I don't care about this because my own characters are at stake, I care about it because I try to balance the scene for the PCs.
Players who like playing martial characters can still get bored with stand and hack. Maneuvers are a great way to mix things up a bit, but they are locked away behind a feat nobody wants. That's a valid problem.
It's easily fixed via house rule, but it's not as though the current version of ComEx makes sense as a pre-requisite. Of course, my issues with feat pre-reqs run much deeper than this one feat.
It's all opinion in this thread, there's no need to belittle the opposition.

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Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.
How is it deflecting the conversation?
The topic is about the need to encourage/enforce a well-balanced stat-line, to satisfy both the role-playing need for believable characters, and the gamist need for balance.
If there is a pressing need to make martial characters build up their mental stats, then there should be an equally pressing need to make intellectual characters build up their physical stats.
It's only fair.
Do you not agree?

Ellington |

Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.
Eldritch Heritage can also be taken by fighters. It's not a "caster feat chain". And guess what? Fighters are also known for normally dumping charisma!

Gignere |
ShadowcatX wrote:Eldritch Heritage can also be taken by fighters. It's not a "caster feat chain". And guess what? Fighters are also known for normally dumping charisma!Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.
Yeah but with the Eldritch Heritage Feat they can get huge bonuses to strength and/or constitution so by not dumping charisma they can actually get more stats that they like.

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ShadowcatX wrote:Edit:
I love how people can't argue their own point and so have to try and deflect the conversation to casters. I've already mentioned a caster feat chain that requires a stat normally dumped by wizards, eldritch heritage.How is it deflecting the conversation?
The topic is about the need to encourage/enforce a well-balanced stat-line, to satisfy both the role-playing need for believable characters, and the gamist need for balance.
If there is a pressing need to make martial characters build up their mental stats, then there should be an equally pressing need to make intellectual characters build up their physical stats.
It's only fair.
Do you not agree?
First, the actual topic of conversation is combat expertise. Second requiring a single mid range mental stat to gain access to a variety of moves is not "encouraging a well-balanced stat-line." Heck, I don't even know what a well-balanced stat line is. Third, no one is requiring martial characters to boost their "mental stats", no one is requiring that they boost even one mental stat. They are only required to boost a single mental stat if they wish to make use of a specific group of feats.
Casters are required to boost physical stats just to stay alive, note the plural here because it is 2 physical stats. (If you disagree, I will be more than happy to provide link to optimization guides that specifically state pumping dexterity and constitution.)
It's all opinion in this thread, there's no need to belittle the opposition.
I've not belittled anyone. I have called people out on using diversionary tactics. There is a difference. Please refrain from baseless accusations.
Edit: Actually, after re-reading my post "can't argue their own points" can be read as belittling. My apologies.

Gignere |
First, the actual topic of conversation is combat expertise. Second requiring a single mid range mental stat to gain access to a variety of moves is not "encouraging a well-balanced stat-line." Heck, I don't even know what a well-balanced stat line is. Third, no one is requiring martial characters to boost their "mental stats", no one is requiring that they boost even one mental stat. They are only required to boost a single mental stat if they wish to make use of a specific group of feats.
I just don't think all the combat manuevers that they shoe horned under combat expertise makes sense.
My main problem is with trip and dirty tricks feat lines. I just can't visualize these requiring much brains.
Even trip I can conceed that you may need some brains to do but throwing sand and kicking someone in the nads. You gotta be kidding me.
Dirty fighting is done by the least educated, least honorable and least trained fighters to gain an advantage it just boggles the mind that dirty tricks requires combat expertise to be good at.