I'm glad we have the same understanding of the rule here. It shows we can agree on some things, at least.
OK - Maybe I misunderstood. I thought you had stated previously that you could swap between classes. Maybe it was someone else.
Back to the Wall gives you multiple bonuses conditionally. So, although it is competing with a permanent +2 to a defense, it is better than a conditional +1 to damage. As are the others. That was my point.
Gotcha - thought you were trying to say a conditional +1 was better than a permanent +2.
Again, comparing 4th edition feats to their 3rd edition versions will almost always make them seem very weak. They are different kinds of things, and comparing them directly is unfavorable to the 4th edition feats.
So what you seem to be saying here is that 4.0 feats make weaker characters.
I know they are different, but comparing a new system with an older one is just nature. You compare the systems to see if it is better. You buy a new computer you compare thier features.
Right. Quick draw is one of the rare occasions when a 4th edition feat is more powerful than its 3rd edition counterpart. The rules have been changed in a way that makes it stronger, changing them back will make it weaker again.
Agreed, but some of the interesting parts of the game were taken out. Example: You have an opponent badly injured, he tries to take a potion you get the AoO on him and possibly take him out. Now; same situation, he drinks his potion and heals some, and continues to take potions until he runs out of them or until knocked out. You lose the possible treasure of obtaining another healing potion because you can't take him out before he swallows it.
Okay, lets consider Bob the fighter. He's a level 4 fighter, and with no weapon or shield he's got an AC of 19 and a reflex defense of 15. He likes axes, so his level 1 feat was Weapon Focus: Battleaxe or Weapon Focus: Greataxe, depending on which he uses. Damage amounts below do not include strength bonuses, which will be the same across the board.
With a greataxe, he has AC 19, reflex 15, and 1d12 + 1(avg. 7.5) damage.
With a battleaxe and a heavy shield, he has AC 21, reflex 17, and 1d10 + 1(avg 6.5) damage.
If he takes both two-weapon feats, then uses a battleaxe with a handaxe, he has AC 20, reflex 16, and 1d10 + 2(avg 7.5) damage.
The two-weapon feats cost a little, but they give him a happy medium between the defense-priority fighter and the offense-priority fighter. Also, he has a ranged weapon readied at all times and suffers none of the check penalties associated with using a heavy shield.
Nice example, just one thing - Weapon Focus would apply to a group, not to individual weapons - lol. And actually in your example above, you spent 3 feats to get the happy medium, did you forget you also took Weapon Focus?
While it is true that you rarely get a second attack each round, you do get better attacks, as your training and experience permits you to perform more complicated maneuvers. Higher level powers are significantly better than lower level powers, even if they don't include multiple attacks.
Yes, you get better attacks, which was also true in 3.5. An example of my point would be something like: Sam the contractor when he first becomes a contractor takes an hour to build a set of stairs. After building those stairs for a period of time, he can now build 2 sets in the same hour. Yes Sam has gotten more training and experience and even pay for doing this. Now eventually Sam will get to a point where the best he can do is maybe 2 or 3 sets in the hour.
In 4.0 No matter how much training or experience you recieve you can not do any more that what you start at.
Now that's something I can understand. Let me recommend that you give some of those situational bonuses at try. You may find that they grow on you.
I may have no choice; they do not sound like anything I would ever have taken in 3.5. As a fighter why in the blue blazes would you ever consider Linguist - you don't need to communicate to fight you only need to swing your weapons.
This is not a part of the game designed to be realistic. As far as I can tell, the reason characters lose old powers as they gain new powers is so that the player never has so many powers that they forget what some of them are. I had a lot of trouble remembering the details of my second level spells by the time I got eighth level spells, because I didn't cast them very often once I had fifth level spells.
That is a good point, but you probably had 3 or 4 low level spells that you remembered and possibly used occasionally (Magic Missile is a very popular one of those). And from a list that was 100's of spells long, everyone possibly had some trouble remembering lower level spells they didn't use often. Now you're limited to 17 as it is now or 25 if you just learn new without losing old. And as with the 100's you will probably have lower level powers you will remember well. Even 20th level casters popped out Magic Missile occasionally.
If it helps, you can think of it in this way: when you reach 13th level, 7th level spells become avaliable to you, along with the special ability that you can use your 1st level spell slot in conjunction with your new 7th level spell slot to get an 8th level spell. The intermediate steps have been removed, and what 4th edition calls 13th level spells are akin to the 8th level spells of 3rd edition. This is not a suggestion from any official source, just an idea I had to make it more palatable.
See above paragraph.
This is actually my point. Without Improved Disarm, disarm attempts were a very bad idea. Without Improved Sunder, sunder attempts were a very bad idea. You were permitted to attempt those special moves, but without the feat were nearly destined to failure. This is what I mean when I say feats controlled what the fighter could do. They didn't control what he could attempt, but what he could achieve.
Thats not quite true, Improved Disarm let you make the attempt without provoking AoO. And it was almost always bad to try, but the bad parts were the AoO and if the opposed rolls were lower on yours than his, he could attempt an immeadate disarm against you. The feat only took away the AoO. Same type of thing applies to sunder. And just for the record he could achieve these actions without the feats.
In 3rd edition, you could get a good feel for a fighter's tactics by reading his feat list. In 4th edition, you get that same feel by reading the power list.
I suppose this could be true.
I did mention that they were more limited, as you have noticed. However, please note that (save ends) is a duration. Spell Focus makes such spells last longer.
I suppose with the way you worded this, I have to give it to you. I was still thinking Save either effects you or does not depending on made or failed.
Astral Fire boosts radiant damage, which is the kind of damage Turn Undead does.
Ok - this daels extra (1,2,or 3) damage, does not give you extra turn attempts, more targets, etc.
Sneak Attack damage is lower than it used to be, but it now works on more targets. Many of the numbers have changed with the edition switch. Rogues still do impressive damage, though, it just comes from powers as much as from sneak attack.
I'll have to take your word for this. Although a rouge (I still think of as) was the scout, trapfinder, opened locked doors and chests, lifted items off people, and sometimes got into trouble if found on scouting expedition but was usually within a double move action of the other characters.
Ooh! What character will you be playing in your first game? My first character is a dwarven paladin of Moradin. He's pretty fun.
Not sure. Was thinking about the fighter/wizard combo. But also thinking I might wait and see what the group needs before making character.
Great Fortitude is situational. It only gives you a bonus if a monster attacks your fortitude defense.
It is not situational, it does not rely on you being next to a wall or only apply if attacked by a giant. It is there all the time, it is a permenant bonus to your fortitude defence and applies anytime your fortitude defence is attacked. It's like your AC, your armor is always there its bonus is always there, even if the opponent attacks your reflex defence your AC is not lower because of it.
Note also that you can pick up neck slot items that increase your defenses in the same way that magical armor increases your AC, and at least some of the powers that increase your AC also increase your other defenses.
OK - granted. Didn't read all items yet. Still working on all the new rules.
This is exactly why balance is important. If the wizard is able to stand in the front lines and take the brunt of things while throwing spells, the fighter is superflous. So measures need to be taken to ensure that a character cannot be built with the fighter's ability to take hits and the wizard's ability to toss spells. That's what class balance is all about.
But you can't stand in the front lines and toss spells (in 3.5) you have spell failure, AoO's, and lower (flat-footed) AC's. If your going to toss spells you would most likely move out of combat or only toss one spell while in combat. (Well actually you could stand in front lines and toss spells around but would not be very good for you.)
You may find that a fighter/wizard works surprisingly well for you in 4th edition. If a fighter goes for a two-handed weapon, he can still soak damage pretty well while dishing out damage pretty significantly. A few wizard powers will give you a handful of solid control options. As a 4th edition fighter/wizard you'd be a better defender than a wizard, a better striker than a wizard, and a better controller than a fighter. Admittedly, you wouldn't be as good a striker as a rogue, as good a defender as a fighter, or as good a controller as a wizard, but if you could be all of those things, that wouldn't be very fair to the single-class players at the table.
This would be true of any multiclass you would make a better (insert first class role here) than a (insert your second class name here) unless both classes are of the same role.