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Pathfinder 1E So what do you think is wrong with Pathfinder? Post your problems and we will fix it.

pemerton

Legend
Whether the flavor text of 4e counts martial powers as magic or not is debatable, but also irrelevant. The point is that looking from a PF (or other D&D-based) perspective, they would be. They are used in such a way and produce outcomes that would be considered as such. The comparison above is just wrong, and really an irrelevant tangent regardless.
When I play a RPG, the fiction matters. I care whether a character is a wizard or not.

What is apparently irrelevant to you is therefore highly relevant to me. If it is true that the only way to make PF work is for rogues to turn themselves into item-toting quasi-wizards, that is a problem for me. And it is not a problem because I don't like the resolution mechanics. (Though I'm not the biggest fan of the UMD skill.) It is a problem for me because the fiction to which it gives rise has little resemblance to the fantasy fiction I like my RPGs to emulate.

In 4e, on the other hand, it is very straightforward to have a game in which the principle protagonists are not magic-users: not primarily, perhaps not at all (once you build in inherent bonuses and use boons, grandmaster training etc). It is also possible to play such a game in B/X, which shows that the tendency you diagnose in PF is not even an inherent consequence of more traditional D&D mechanics.


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Extraordinary abilities are a great way to describe capabilities that aren't magical yet may break the laws of our own reality in favor of something more literary, cinematic, or legendary. They are precisely the sort of "nice things" that non-magical classes should have as their more potent capabilities.

Instead, we got the martial power source which was not magical "in the traditional sense".
And therefore, perhaps, not magic.

The practical significance, in 3E/PF, of the EX category is to regulate how certain abilities interact with the Anti-Magic Field spell and analogue effects. Earlier editions of the game got by without that category - for example, was a high-level monk's ability to fall any distance if within 8' of a wall magical or not? The game left the question open.

4e doesn't use 3E's Anti-Magic Field rules. Hence it doesn't need a technical definition of abilities as magical or not. What it does want to make room for is epic heroes who are not priests, wizards, psionicists or Iron Fist-style chi-wielders. It calls such characters "martial characters" wielding martial power, the power (to quote from p 54 of the PHB) of "training and dedication".

Apparently the ability of being naturally fast can somehow break the laws of physics... *shrug* again sounds like some type of magic to me but I'm sure there's some off the wall explanation for how it's accomplished mundanely.
As others have pointed out, 3E and PF are predicated on the assumption that non-magical abilities can break the laws of physics. Why is 4e being held to a different standard in this respect?

Only the definition of martial power in 4e, explains these things away as magic just not of the traditional sort.
I pointed out upthread that you are misstating this. It might help the conversation if you ceased to do so.

Here is the passage in question, from p 54 of the 4e PHB: "Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals." That does not explain martial powers as magic. It does not assert that they are magic. Nor does it deny that they are magic. It leaves that matter open

If I said being a Striper isn't being a whore in a traditional sense, I could mean it is still being a whore, or that there is just some connection to whoreing.
I think that is a fair comparison.

So either way there is a connection between being a stripper and whoring... what I'm asking is does this phrase ever mean absolutely no attachment to whoring? Or can it mean being a stripper is the opposite of whoring?
It means that stripping isn't prostitution in the traditional sense, but leaves open that there is some sort of connection between stripping and prostitution - eg the commercialisation of one's sexuality.

The passage I have just quoted from the 4e PHB makes it clear how martial powers resemble magical ones: they permit characters to perform feats well beyond what ordinary mortals can do. Are they therefore magic, although not in the traditional sense of spells or clerical prayers? The rulebooks do not answer that question. Deliberately so.


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How about Hide in Plain Sight for the rogue?
a power is found that is marked martial and allows one to do things that are impossible to explain without magic in certain situations
How is Hide in Plain Sight, used on a brightly-lit featureless plain, any different from Improved Evasion used by a rogue in a 5' square room filled with a Flame Strike? Both are corner-cases that put pressure on the characterisation of the ability in question as non-magical. I have never seen it argued that Improved Evasion is therefore mislabelled as EX in the 3E and PF rules.

What story do you tell yourself to explain how Improved Evasion, used in such a situation, is nevertheless non-magical? Whatever it is, tell the same story about the 4e rogue using Hide in Plain Sight on a featureless brightly-lit plain.

But no worries, it's magic and it's not a problem in Pathfinder
A ranger's Hide in Plain Sight is EX in both 3E and PF. Does that mean that some EX abilities are actually magic despite the rules text asserting the contrary?


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IMO, getting the boost of energy, in order to draw, aim, and attack with the precision to blind 6 different people with 6 daggers in less than 6 seconds is non-traditional magic.
I still contend that the martial power source by default is a form of magic... what type? Non-traditional. A player can describe himself as "just that fast" but that's not really explaining why he is just that fast.
Seriously? A 16th level PF or 3E character using Rapid Shot and Quickdraw can draw, aim and attack with precision (eg Sneak Attack) 5 different people with 5 different daggers in 6 seconds. (I don't see why you say "less than 6 seconds". A round is 6 seconds long. Unless you are working with a stop-motion model according to which every character acts from some fraction of a second then stands around watching others take their turns - talk about the ultimate "combat as sport"!) To the best of my knowledge no poster on these boards has ever suggested that must be some form of "non-traditional magic".

But because a 4e rogue can make 6 rather than 5 such attacks it must be magical?

Actually, having the power work with a crossbow or sling makes it much more problematic in the light of the RW.

While drawing and throwing daggers accurately in rapid fashion may be demonstrable, a (standard, non-repeating) crossbow's or sling's mechanics would prevent the firing of 6 rounds at 6 targets in 6 seconds.
In 3E/PF, a character with Rapid Reload and Rapid Shot can do 5 shots with a light crossbow in a single round. (I wouldn't be surprised if there is a feat to allow the same thing with a sling by making the load action a free action.)

Is this magical too (and does the character lose the ability in an Anti-Magic Field)? Or only in 4e?


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Boundless Endurance Fighter Utility 2
You do know that you can be dropped to 1 hp and regenerate back to full health and stay there.
As others have pointed out, "regeneration" in 4e has the same meaning it had in AD&D and B/X (before 3E introduced the contrast between regeneration and fast-healing): it means the recovery of lost hit points at a fixed rate per round.

Now in fact Boundless Endurance does not permit regeneration back to full health: as per the power text you only gain the regeneration when you are bloodied. But there are other martial powers that do permit regeneration back to full health (eg the 15th level power Unyielding Avalanche). All this shows is that the game includes martial healing, and that some of this includes self-healing that is not rationed by way of healing surges and instead by way of daily power usage. Unless you think that hit point recovery is per se magical, I don't see that anything interesting follows from this.

Let's break this down shall we?

The power initiates whenever you reach bloodied. I'm sure we can all guess what the word "bloodied" involves, seeing as it has the word "blood" in it. Now, Trolls have regeneration which can be stopped using fire. This means that the meat is actually repairing itself, like it always has, unless a specific type of damage is used. Trolls usually "shake off" most damage because of their Regeneration ability.
This is a non-sequitur. Hit point loss for a fighter PC means something quite different from hit point loss for a troll, just as, in Gygax's AD&D, hit point loss for a dragon or a giant slug means something quite different from hit point loss for a fighter.

When a fighter uses that ability and gains Regeneration, does he lose that damage he has taken when the fight is over? No. Is HP 100% non meat? No. Does this ability heal even the parts of HP that are meat? Yes.
Hit point loss in 4e is not defined in terms of injury at all. It is defined in terms of verve, skill and the capacity to endure and persevere (PHB p 293):

Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve - all the factors that combine to help you stay alive in a combat situation.​

A troll perseveres because it regrows its hacked-off flesh. That, therefore, is what its hp recovery maps to in the fiction. Given that a fighter can't regrow hacked-off flesh, it follows that that is not what his/her regeneration is mapping to. As the name suggests, it maps to "boundless endurance", to"unyieldingness". That isn't magic, or at least needn't be interpreted as such. This is what let Boromir keep going, at Amon Hen, even as orcs feathered him with arrows.

Previous versions of D&D modelled Boromir simply by giving him lots of hp. 4e uses powers like Boundless Endurance, and abilities like Second Wind, as part of the modelling. The change in mechanical model is not intended to signal a change to the fiction - rather, and relating to what [MENTION=16586]Campbell[/MENTION] said about the experiential aspect of play, it changes the mechanical dynamics of that modelling. For example, Boundless Endurance changes the mechanical dynamic from one of mere attrition, to an interplay between recovery and damage on a round-by-round basis. For some of us, at least, that creates a more dramatic, engaging and therefore immersive play experience.

if you have to make the argument that a power that gives you regeneration 2+ Con is not really giving you regeneration, then I think you are at the point where you are just being contrary to be contrary. Regeneration is more or less defined as your flesh stitching itself back together.
"Regeneration" is defined in the rulebooks (PHB p 293), as a "special form of healing that restores a fixed number of hit points every round" and that "doesn’t rely on healing surges". The same page defines "healing" as "[p]owers, abilities, and actions that restore hit points".

And if you are going to complain that this is an outrageous distortion of ordinary English usage, I refer you (just by way of two examples; more could be given) to the D&D tradition of using "hit" to mean "blow struck that has a certain mechanical significance (of beating an armour class)", contrary to the ordinary English meaning of "hit" as "an impact or collision" or "a stroke that reaches an object" or "a blow"; and of using "successful saving throw" to describe even those rolls whose mechanical result does not end up with the character being saved (eg saving for half damage, which doesn't save any character who lacks further special abilities from taking some of the effect, and can easily leave a character dead despite having "saved").
 

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pemerton

Legend
I think I'd react a bit differently to a 9 year old boy than I would to 4 grown men with guns drawn or even openly holstered.
Would you assume openly-holstered guns to be a sign of aggression if we move the time and place to the Wild West? To a genre story version of the Wild West?

They've been raiding human/demi-human lands recently. Is it really that likely they've got a number of them over for supper?
Well, as I noted upthread, they have Obmi.

A lone wizard being sneaky until he's close enough to hit a lone giant with the spell is pretty good justification for the giant not thinking he's threatened and for getting good use out of the giant.
I'll do that then.

I'm not getting a sense of what you think Charm Monster is for. I mean, back in the old days - if you read White Dwarf and Dragon magazines, and played in the same style - both it and Charm Person were absolutely for taking control of NPCs and monsters and using them as "meat shields" (I remember discussions of whether an ochre jelly or a troll made for a better Charmed bodyguard). Even the PF FAQ canvasses this sort of thing: "if you use charm person to befriend an orc . . . [and] . . .asked him to help you fight some skeletons, he might very well lend a hand."

But even if you think the FAQ is wrong and Charm can't be used in this way, I'm not getting a sense of what you think it is for. Tricking vendors into giving you discounts? (Which seems like it could combine "boring" with "game breaking" in an unhappy sort of way.)

If I am going to play a game with robust social abilities, whether in the form of Bluff skills, Charm spells or both, I would tend to treat use of them to talk your way into the Steading of the Hill Giants as a number-one exemplar of use.
 

ForeverSlayer

Banned
Banned
When I play a RPG, the fiction matters. I care whether a character is a wizard or not.

What is apparently irrelevant to you is therefore highly relevant to me. If it is true that the only way to make PF work is for rogues to turn themselves into item-toting quasi-wizards, that is a problem for me. And it is not a problem because I don't like the resolution mechanics. (Though I'm not the biggest fan of the UMD skill.) It is a problem for me because the fiction to which it gives rise has little resemblance to the fantasy fiction I like my RPGs to emulate.

In 4e, on the other hand, it is very straightforward to have a game in which the principle protagonists are not magic-users: not primarily, perhaps not at all (once you build in inherent bonuses and use boons, grandmaster training etc). It is also possible to play such a game in B/X, which shows that the tendency you diagnose in PF is not even an inherent consequence of more traditional D&D mechanics.


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And therefore, perhaps, not magic.

The practical significance, in 3E/PF, of the EX category is to regulate how certain abilities interact with the Anti-Magic Field spell and analogue effects. Earlier editions of the game got by without that category - for example, was a high-level monk's ability to fall any distance if within 8' of a wall magical or not? The game left the question open.

4e doesn't use 3E's Anti-Magic Field rules. Hence it doesn't need a technical definition of abilities as magical or not. What it does want to make room for is epic heroes who are not priests, wizards, psionicists or Iron Fist-style chi-wielders. It calls such characters "martial characters" wielding martial power, the power (to quote from p 54 of the PHB) of "training and dedication".

As others have pointed out, 3E and PF are predicated on the assumption that non-magical abilities can break the laws of physics. Why is 4e being held to a different standard in this respect?

I pointed out upthread that you are misstating this. It might help the conversation if you ceased to do so.

Here is the passage in question, from p 54 of the 4e PHB: "Martial powers are not magic in the traditional sense, although some martial powers stand well beyond the capabilities of ordinary mortals." That does not explain martial powers as magic. It does not assert that they are magic. Nor does it deny that they are magic. It leaves that matter open

I think that is a fair comparison.

It means that stripping isn't prostitution in the traditional sense, but leaves open that there is some sort of connection between stripping and prostitution - eg the commercialisation of one's sexuality.

The passage I have just quoted from the 4e PHB makes it clear how martial powers resemble magical ones: they permit characters to perform feats well beyond what ordinary mortals can do. Are they therefore magic, although not in the traditional sense of spells or clerical prayers? The rulebooks do not answer that question. Deliberately so.


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How is Hide in Plain Sight, used on a brightly-lit featureless plain, any different from Improved Evasion used by a rogue in a 5' square room filled with a Flame Strike? Both are corner-cases that put pressure on the characterisation of the ability in question as non-magical. I have never seen it argued that Improved Evasion is therefore mislabelled as EX in the 3E and PF rules.

What story do you tell yourself to explain how Improved Evasion, used in such a situation, is nevertheless non-magical? Whatever it is, tell the same story about the 4e rogue using Hide in Plain Sight on a featureless brightly-lit plain.

A ranger's Hide in Plain Sight is EX in both 3E and PF. Does that mean that some EX abilities are actually magic despite the rules text asserting the contrary?


***************************************


Seriously? A 16th level PF or 3E character using Rapid Shot and Quickdraw can draw, aim and attack with precision (eg Sneak Attack) 5 different people with 5 different daggers in 6 seconds. (I don't see why you say "less than 6 seconds". A round is 6 seconds long. Unless you are working with a stop-motion model according to which every character acts from some fraction of a second then stands around watching others take their turns - talk about the ultimate "combat as sport"!) To the best of my knowledge no poster on these boards has ever suggested that must be some form of "non-traditional magic".

But because a 4e rogue can make 6 rather than 5 such attacks it must be magical?

In 3E/PF, a character with Rapid Reload and Rapid Shot can do 5 shots with a light crossbow in a single round. (I wouldn't be surprised if there is a feat to allow the same thing with a sling by making the load action a free action.)

Is this magical too (and does the character lose the ability in an Anti-Magic Field)? Or only in 4e?


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As others have pointed out, "regeneration" in 4e has the same meaning it had in AD&D and B/X (before 3E introduced the contrast between regeneration and fast-healing): it means the recovery of lost hit points at a fixed rate per round.

Now in fact Boundless Endurance does not permit regeneration back to full health: as per the power text you only gain the regeneration when you are bloodied. But there are other martial powers that do permit regeneration back to full health (eg the 15th level power Unyielding Avalanche). All this shows is that the game includes martial healing, and that some of this includes self-healing that is not rationed by way of healing surges and instead by way of daily power usage. Unless you think that hit point recovery is per se magical, I don't see that anything interesting follows from this.

This is a non-sequitur. Hit point loss for a fighter PC means something quite different from hit point loss for a troll, just as, in Gygax's AD&D, hit point loss for a dragon or a giant slug means something quite different from hit point loss for a fighter.

Hit point loss in 4e is not defined in terms of injury at all. It is defined in terms of verve, skill and the capacity to endure and persevere (PHB p 293):

Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve - all the factors that combine to help you stay alive in a combat situation.​

A troll perseveres because it regrows its hacked-off flesh. That, therefore, is what its hp recovery maps to in the fiction. Given that a fighter can't regrow hacked-off flesh, it follows that that is not what his/her regeneration is mapping to. As the name suggests, it maps to "boundless endurance", to"unyieldingness". That isn't magic, or at least needn't be interpreted as such. This is what let Boromir keep going, at Amon Hen, even as orcs feathered him with arrows.

Previous versions of D&D modelled Boromir simply by giving him lots of hp. 4e uses powers like Boundless Endurance, and abilities like Second Wind, as part of the modelling. The change in mechanical model is not intended to signal a change to the fiction - rather, and relating to what [MENTION=16586]Campbell[/MENTION] said about the experiential aspect of play, it changes the mechanical dynamics of that modelling. For example, Boundless Endurance changes the mechanical dynamic from one of mere attrition, to an interplay between recovery and damage on a round-by-round basis. For some of us, at least, that creates a more dramatic, engaging and therefore immersive play experience.

"Regeneration" is defined in the rulebooks (PHB p 293), as a "special form of healing that restores a fixed number of hit points every round" and that "doesn’t rely on healing surges". The same page defines "healing" as "[p]owers, abilities, and actions that restore hit points".

And if you are going to complain that this is an outrageous distortion of ordinary English usage, I refer you (just by way of two examples; more could be given) to the D&D tradition of using "hit" to mean "blow struck that has a certain mechanical significance (of beating an armour class)", contrary to the ordinary English meaning of "hit" as "an impact or collision" or "a stroke that reaches an object" or "a blow"; and of using "successful saving throw" to describe even those rolls whose mechanical result does not end up with the character being saved (eg saving for half damage, which doesn't save any character who lacks further special abilities from taking some of the effect, and can easily leave a character dead despite having "saved").

I'm afraid you are wrong with your hit point reading. When it is stated that HP are more than just physical injury, that means physical injury 'is' part of HP but not all of it.

Please stop reading something inaccurately just so you can attempt to be right.

Last time I checked, regeneration only had one definition, I have never seen anything that states Regen works one way for this creature and another way for another creature.

Sorry, your arguement is flawed.
 

pemerton

Legend
I'm afraid you are wrong with your hit point reading. When it is stated that HP are more than just physical injury
There is an irony here. The phrase "physical injury" appears nowhere in the 4e PHB. Let me restate the definition of hit points:

Hit points (hp) measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve - all the factors that combine to help you stay alive in a combat situation.​

Notice how the word "injury" appears nowhere in those two sentences. The only physical thing mentioned is "physical endurance".

Last time I checked, regeneration only had one definition, I have never seen anything that states Regen works one way for this creature and another way for another creature.
Yes. I quoted that definition. I'll requote it:

"Regeneration" is defined in the rulebooks (PHB p 293), as a "special form of healing that restores a fixed number of hit points every round" and that "doesn’t rely on healing surges". The same page defines "healing" as "[p]owers, abilities, and actions that restore hit points".​

Putting this together with the definition of "hit points", we have it that regeneration is a special form of restoring physical endurance, luck and resolve.

For a troll, this means knitting together hacked-away flesh. I take it as obvious that for a PC fighter it is something quite different - drawing on deep wells of endurance (as the names of the relevant powers suggests), regaining resolve, perhaps even getting lucky. (Though my guess is that most fighter players would pass on that last interpretation - at least in my experience, getting lucky is generally seen as the province of the rogue rather than the fighter.)
 

Wicht

Hero
"Regeneration" is defined in the rulebooks (PHB p 293), as a "special form of healing that restores a fixed number of hit points every round" and that "doesn’t rely on healing surges". The same page defines "healing" as "[p]owers, abilities, and actions that restore hit points".

And if you are going to complain that this is an outrageous distortion of ordinary English usage, I refer you (just by way of two examples; more could be given) to the D&D tradition of using "hit" to mean "blow struck that has a certain mechanical significance (of beating an armour class)", contrary to the ordinary English meaning of "hit" as "an impact or collision" or "a stroke that reaches an object" or "a blow"; and of using "successful saving throw" to describe even those rolls whose mechanical result does not end up with the character being saved (eg saving for half damage, which doesn't save any character who lacks further special abilities from taking some of the effect, and can easily leave a character dead despite having "saved").

I have already made my point - when you are arguing that a power that gives you regeneration does not actually give you regeneration, you are simply arguing for the sake of arguing, and I have no wish to participate.

As to the definition of "hit" and "save," I have much the same opinion.
 

Ahnehnois

First Post
If it is true that the only way to make PF work is for rogues to turn themselves into item-toting quasi-wizards, that is a problem for me. And it is not a problem because I don't like the resolution mechanics. (Though I'm not the biggest fan of the UMD skill.) It is a problem for me because the fiction to which it gives rise has little resemblance to the fantasy fiction I like my RPGs to emulate.
There are a few problems with this. The first is that the rogue is not being "turned into" anything. The use of magic items was a thief ability before there even was a rogue. It's embedded in the jack-of-all-trades, problem solver element of the concept.

The second is that high magic item usage is built into the 3e system. Again, this is only incrementally different from AD&D. If the rogue wasn't using scrolls and wands, he'd be using non-restricted magic items the way fighters do. As I've noted elsewhere, a rogue using a wand isn't any more magical than a fighter using a +1 sword. Again, at least since AD&D, it's been expected that past a certain fairly low level, every character will have one.

If you don't like the whole Christmas Tree phenomenon, that's okay, but it's a large part of the system, and a large part of how it's balanced. Any fix to that magic item dependency would require a far-reaching rewrite.

However, the third is that it really isn't necessary. I frequently see rogues and other characters with UMD as a class skill not even bother taking it. Because the reality is, while the "spell for any scenario" aspect of the wizard seems appealing, it isn't all that practical. In general, maxing out commodities of known effectiveness is better than hunting for exceptions.

Those commodities include direct attack and defense capabilities and noncombatant skills. The ability to sneak by someone whenever you choose is more effective than trying to fudge it with spells that can be beaten. The ability to talk to someone and make them agree with you is more effective than trying to enchant them. The ability to stab your enemies to death is better than trying to punch offensive spells through their defenses.

The example given many pages above was a contrivance that showed how unusual it was for a wizard to actually be necessary. If you really need to go through a wall, but can't be bothered to go around it or break through it, and have precisely enough time that a spell is useful but the outstandingly effective demolition capability of the average martial character isn't, and the wall isn't magically warded in some way, then it's really great to have a wizard. Otherwise, you're better off with a character who can do useful things without casting spells.
 

Wicht

Hero
I frequently see rogues and other characters with UMD as a class skill not even bother taking it. Because the reality is, while the "spell for any scenario" aspect of the wizard seems appealing, it isn't all that practical. In general, maxing out commodities of known effectiveness is better than hunting for exceptions.

Use Magic Device does not see hardly any use in our games, its almost always more practical to just give the item to the character(s) that can use it normally and spend the skill points elsewhere.
 

Ahnehnois

First Post
Use Magic Device does not see hardly any use in our games, its almost always more practical to just give the item to the character(s) that can use it normally and spend the skill points elsewhere.
In general, I've got players that are building characters with the party in mind. There are so many characters that get spells of some sort (and thus can use magic items) that it really isn't necessary. I would guess that if you were trying to run a truly non-spellcasting party it might become more important.

But even then, I'm on board with thinking that there are more powerful skills out there, and plenty of magic items that work fine without a skill needed.
 

pemerton

Legend
when you are arguing that a power that gives you regeneration does not actually give you regeneration, you are simply arguing for the sake of arguing, and I have no wish to participate.
When you are arguing that those powers make a 4e fighter magical, it seems to me that you are demonstrating no serious interest in understanding what is going in 4e mechanics and 4e play.

If you've got no horse in the race, then you've got no horse in the race. But if you start to back one horse rather than the other, I think it's reasonable for me to reply.
 

pemerton

Legend
The use of magic items was a thief ability before there even was a rogue.
No. There was an ability to use scrolls (only) that came into play at 10th level, which is to say at a level of play that was not particularly typical for classic D&D, and rather tended to mark the endgame of a campaign.

high magic item usage is built into the 3e system. Again, this is only incrementally different from AD&D.
The increment is noticeable, at least to me. It's also a noticeable difference from 4e, and - by all accounts - from D&Dnext.
 

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