Wow Porka.
Just wow.
Your logic is so flat-out retarded I wonder if you are trolling?.
I dunno, I think you are bringing some of our previous debates into this one, causing us to talk at cross purposes. It's partially my fault for being a bit careless about which topics I engaged you on so far this thread.
My original point in this thread was that in a real time with pause game, 3rd edition doesn't function very well, because the detailed tactical options are left out and certain balance problems become magnified.
So your discussion of a bunch of feats which are most excluded from the real time games is not that relevant. Fighters in third edition get extra feats as one of the their core class abilities. But it is widely agreed that this isn't quite enough to bring them up to par. That means things will be much worse in a real time CRPG
where most of those feats aren't implemented anyway. (Especially when the feats aren't implemented but most of the buffs are.)
Sure, the damage feats are usually implemented, but we both agree they're not enough (and fighters already got this kind of thing in 2E via weapon specialization).
What I'm saying is you suffer so much from tunnel-vision that you make a whole post talking about small changes to the casters, saying how fighters lost fucking percentile strength (WOW WHAT A NERF), and not even for a second do you stop to wonder that Trip-monkey or Leap-attacker are infinitely more useful than any 2E fighter ever.
In a real time CRPGs? Or only in P&P? (
NWN2 doesn't even have trip as a concept).
Percentile strength, bonus hit points for high constitution and multiple attacks may not be game changers but unlike feats they were always implemented in CRPGs. Percentile strength wasn't that minor either. Clerics were stuck with 18 strength, with a measly +1 to hit and +2 to damage, but warriors could potentially go as high as +3 to hit and +6 to damage, from the very beginning.
It is also worth remembering how much better the fighter's multiple attacks were in 2nd edition, full chance to hit and the highly problematic "full attack action" concept didn't exist yet.
Weapon and armor restrictions for casters were also more significant, especially in a core rules (CRPG) environment. (no 100s of specialty priests to pick from).
Perhaps these things are of minor importance in P&P where creative spellcasting rules the day but in a CRPG where everything is about numbers, they generally provided plenty of incentive to bring several warrior class characters in the 2E games.
And spontaneous casting? Utterly game changing in a system where selecting your spells ahead of time used to be a major balancing factor. (which forced you to mostly just memorize healing spells).
So yeah, I stand by my comments, although I don't think they were worth anywhere near this much typing.