Good review, but I had a few points I wanted to address.
haakon1 said:
-- No longer a simulation of anything but itself.
At no point has any edition of D&D ever been anything else. Every edition has had glaring inconsistencies that didn't mesh with any set of fantasy literature, movies, myth, or reality.
Fighters did what fighters did in medieval times -- wear armor, swing weapons, fire bows, kill and be killed. The fighter class, for the first time since Chainmail, has been deleted in all but name.
And good riddance--doing nothing but swinging weapons and wearing armor is
boring. The fighter class in every edition prior to 3.x was by a large margin the least interesting class to play. The fighter in 3.x was getting a bit better, but when there were alternatives that were more interesting and filled the same role, people frequently took them.
The fighter has now has magical power of healing
No more so than any other character (and see below, though others have also addressed it so far).
and of mind controling enemies into attacking them.
The fighter does not mind control anyone into anything without multiclassing into a mind-control power. Neither does the warlord or the paladin.
But wait, it doesn't mention magic or psionics to explain what a Healing Surge is or what it means to Mark an Opponent.
Perhaps that would be a good indication that these effects are neither magical nor psionic.
Since hit points in 4e are even more explicitly not directly tied to physical injury, but more often a combination of fatigue, minor injuries and near-misses, healing surges would therefore be more like a bolstering of one's reserves of energy, a grim setting of the teeth to fight on through fatigue and minor injuries... Akin to gaining a
"second wind", if you will.
Marking is, from its effects, the act of pressing a foe in such a way as to make it difficult for the foe to ignore you. That's all. Nothing about marking "forces" anyone to do anything; it just means the foe's attention is split when they try to attack someone other than the marker.
And on that note, elsewhere in the thread, Lizard brought up multimarking:
Lizard said:
And when Fighter 2 does the same thing, you suddenly become less pressed by fighter 1? And you can't decide which foe is more dangerous and focus on them?
"Mark erasing", while perhaps vital from a game balance perspective, really strains any attempt to narrate what's happening in combat.
Jim Fighterson: I attack the ogre, then press the attack, feinting and jabbing and otherwise keeping the monster's attention (in other words, I mark the dragon).
GM: Okay, the ogre is marked. He's now at a -2 penalty to attack without including Jim in the attack, and Jim, since he's pressing forward, has his "usable against marked foes" options available. Sam, your turn.
Sam Piouspaladin: Well, the others seem to have the minions and the caster well in hand, so I'll attack the ogre myself, calling down the wrath of Bahamut upon him. By "divine wrath of Bahamut", of course, I mean I mark him with Divine Challenge.
GM: Right. Sam pushes close to the ogre and smashes his mace against its side. It reels, swinging away from Jim. Sam's furious attack now has the ogre's attention, and Jim, Sam being in the ogre's face makes it too difficult for you to keep up your pressing, so you fall back and your mark fades. Sam, the ogre's now marked by you, and is at a -2 penalty to attack without including Sam in the attack (and he'll take radiant damage from the wrath of Bahamut if he does, anyway).
Seems pretty feasible to me.