LostSoul
Adventurer
But the push itself is not exciting, the possibilities that are gained from it can be. Having the same set of possibilities (powers) in each combat is potentially less exciting than having varying sets of possibilities in every combat.
Right, that's my point. Having basic attack + push 1 creates more tactical choice - more possibilities - than just a basic attack.
edit: If you took away those at-wills, you would not get the same amount of possibility you do now. They might feel more "special" when you used them, but if the trade off is less tactical complexity I'll take the at-wills.
Recall if you will the days when feats did things more ambitious than add the tiny bland buffs they provide in 4e. Some feats actually offered the fighter different attack options, and often built on top of the basic attack options all characters had in 3e that now require a power to execute. You didn't need a power to knock someone prone in 3e, for instance, or be a 17th-level fighter to disarm someone.
The different attack options offered by feats are covered by Powers. The basic attack options all characters have are covered by page 42.
You don't need a feat or a power to knock someone prone in 4e, nor do you need to be a 17th-level Fighter to disarm someone.
During your turn, you can choose from a wide variety of actions. Usually, the most important decision you make in combat is what to do with your standard action each turn. Do you use one of your powers? If so, which one? Or does the situation demand a different approach, such as using your standard action to drink a healing potion, try to call a parley and talk to your foes, or instead get a second move action this turn? This seciont describes how to perform he most common actions that are available to you on your turn.
The list isn't exhaustive - you can try to do anything you can imagine your character doing in the game world. The rules in this section cover the most common actions, and they can serve as a guide for figuring out what happens when you try something not in the rules.
The list isn't exhaustive - you can try to do anything you can imagine your character doing in the game world. The rules in this section cover the most common actions, and they can serve as a guide for figuring out what happens when you try something not in the rules.
Actions In Combat, PHB page 286.
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