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Coolest or fun D&D4ed powers
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<blockquote data-quote="Tony Vargas" data-source="post: 6888531" data-attributes="member: 996"><p>Come & Get It was a great power, very genre-appropriate, and strong support for the Fighter's role as Defender. The fighter could've used another 40 powers that creative & effective.</p><p></p><p>Other cool/interesting Fighter powers: Footwork Lure (slide enemy), Reaping Strike (DoaM), Cleave (hardly unique, it was in 3e), Grappling Strike & Tide of Iron. And those are just the at-wills. Oh, and Threatening Rush. Beyond the basics: Bash & Pinion, Covering Attack, Comeback Strike, C&GI of course, Warrior's Urging, Spinning Sweep, Thicket of Blades, Reaper's Stance, Shield Bash, Pass Forward, Rain of Steel, Slamming Rush, and Crushing Foot (no, really). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> While the 4e fighter had a lot of powers, with two Martial Power supplements and several dragon articles adding to them, it didn't have the most varied (really, so many of them were some combination of shifting & attacking) range of powers - fighter powers just seemed particularly memorable/interesting in contrast to what had come before, which, prior to 3e, was, well, weapon specialization. </p><p></p><p>Of course, one thing about 4e was that there were so many powers, and each class had it's own list, and they were all on the AEDU schedule, so both were fairly balanced against eachother & couldn't be spammed. (OK several things.) So, you didn't have a few obvious-best (or outright broken) powers overshadowing all the rest. When you did have an obvious-best power, it crowded out 1 level of 1 class, maybe half a dozen inferior powers faded into obscurity. So even if you've played for years, played a campaign to Epic, and seen a lot of characters played, there'll still be lots of powers that aren't familiar that might pop up at the table the next time you played.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6888531, member: 996"] Come & Get It was a great power, very genre-appropriate, and strong support for the Fighter's role as Defender. The fighter could've used another 40 powers that creative & effective. Other cool/interesting Fighter powers: Footwork Lure (slide enemy), Reaping Strike (DoaM), Cleave (hardly unique, it was in 3e), Grappling Strike & Tide of Iron. And those are just the at-wills. Oh, and Threatening Rush. Beyond the basics: Bash & Pinion, Covering Attack, Comeback Strike, C&GI of course, Warrior's Urging, Spinning Sweep, Thicket of Blades, Reaper's Stance, Shield Bash, Pass Forward, Rain of Steel, Slamming Rush, and Crushing Foot (no, really). ;) While the 4e fighter had a lot of powers, with two Martial Power supplements and several dragon articles adding to them, it didn't have the most varied (really, so many of them were some combination of shifting & attacking) range of powers - fighter powers just seemed particularly memorable/interesting in contrast to what had come before, which, prior to 3e, was, well, weapon specialization. Of course, one thing about 4e was that there were so many powers, and each class had it's own list, and they were all on the AEDU schedule, so both were fairly balanced against eachother & couldn't be spammed. (OK several things.) So, you didn't have a few obvious-best (or outright broken) powers overshadowing all the rest. When you did have an obvious-best power, it crowded out 1 level of 1 class, maybe half a dozen inferior powers faded into obscurity. So even if you've played for years, played a campaign to Epic, and seen a lot of characters played, there'll still be lots of powers that aren't familiar that might pop up at the table the next time you played. [/QUOTE]
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