Why is the Vancian system still so popular?

So I suppose all of my comments that martial classes should be boosted, and my suggestion of several things that would make the martial daily issue palatable mere sentences after that quote, somehow mean I'm demanding fighters be inferior to wizards...?
Yes, by default, I suppose. It may not be what you want or what you intend to demand, but it is what you are arguing for.

I say again, I am perfectly happy to have fighters with abilities on the same power level as wizards' spells... I just don't think daily powers are the way to do it.
Well, the only way to deliver that that's worked so far has been giving them, and other martial classes, daily powers. Which you objected to.

Now, 5e is supposed to be all modular and have something for everyone from every ed. I would really like to see martial dailies and martial healing. It makes it possible to balance martial and casting classes, obviously, but it also gives martial heroes 'plot power' - a chance to contribute meaningfully and dramatically at a critical moment.

Rather than demand that be taken away from those who like it, demand that an alternative resource-management/peak-power scheme be available that's balanced with both the 'vancian' casters as the 4e-style martial dailies. Martial dailies have the virtue of being easily compared to vancian spells, mechanically, so balancing them should be fairly easy. From there, it might be possible to work out other balanced resource schemes, and even attempt to balance the more traditional non-casters, and perhaps some less-traditional non-vancian casters, like the warmage or the original warlock.
 
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Yes. It may not be what you want or what you intend to demand, but it is what you are arguing for.

I strongly disagree. You seem to think that all classes must be on exactly the same resource schedule to have parity, but as we saw in 3e with the T3 classes, you can have similar (but not identical) resource schedules and still be on roughly even footing.

All three of those are perfectly reasonably rationales for any class that has dailies and doesn't have a specific hard-coded explanation of why they're dailies. In 4e, that's everyone but the wizard - and even that could probably be argued.

Whichever of those three works for you, use it when you describe your character's use of a daily.

But that's exactly the point--they aren't perfectly reasonable rationales, because they don't work all the time.

"You only get the right opening to use them at such-and-such a time" -> Why can't you re-use daily powers against stunned/dazed foes, who by nature would give you extra openings? Why aren't such openings quantified, like flat-footedness or flanking for sneak attacks?

"It's very taxing to use those powers" -> Why can you use each power exactly once, without affecting other daily powers or any encounter or at-will powers? How is it then not taxing to use a stance for an entire encounter, or use a reliable power until you hit?

"They can only use them when it's dramatically appropriate" -> Why can you use daily powers only once on "bosses" and on mooks at all? How do you determine what is dramatically appropriate?

The problem is that no one explanation was provided for martial daily powers that was subsequently consistently followed; actually, the problem is that no explanation is given at all, really, and we're left to come up with explanations for ourselves, which means the game itself (and different groups) won't treat them consistently. As I mentioned, if they had chosen a single, consistent explanation, then they could have stuck with that explanation for everything...and they would have had to use something besides daily powers to make that explanation make sense and fit every situation, in all likelihood.

Martial powers can't use the psionic system, because then they'd be 'just like psionics,' and psion fans would demanding these martial upstarts step away from the power points and go back to their traditional bland sword-swinging.

1) This insistence that people who dislike martial daily powers must therefore want martial types to be boring is wrong. I like resource management systems for martial types, and in fact like ToB quite a bit because (A) they use a different system from other power sources to drive home the difference, (B) they use encounter powers with recharge, which is much more explainable and much better at approximating openings/rhythm in combat, and (C) they can actually do things that matter beyond "damage + condition." Those martial systems, however, have to make sense and should preferably be different from other resource management systems.

2) The 4e psionics system and all preceding psionics systems are different. If it were up to me, a lover of psionics in every edition even if I'd hate to run them in 1e because they were completely borked, the martial types could have the 4e psionics system for their "fatigue" system or whatever, and the psionic types could go to a 3e-ish power points for daily power + maintain psionic focus for at will power + expend psionic focus for limited power mechanic.

Varying flavor-wise is fine, and exploits are distinct from spells in terms of flavor. They're also pretty distinct mechanically - exploits use weapons, tend toward untyped damage, are rarely close and almost never area; spells use implements, tend toward a wide variety of damage types, and are frequently close or area.

But there is a limit to how 'mechanically distinct' you can make two things before they become impossible to balance against eachother. Vancian casting is way out on one end of that continuum, and if it's going to be included, the rest of the game is going to have to huddle over at that extreme.

Well, yes, if you consider "using a weapon against a single target within melee range" as a distinguishing feature of an entire power source to be a notable difference, there's quite a hard limit on possible mechanical distinction. However, let's take a look at what nonmagical things a 12th-level martial adept can do, shall we?

  • Deflect attacks into opponents
  • Pick up and throw enemies
  • Attack without breaking stealth
  • Immobilize creatures
  • Gain DR
  • Make 4 attacks in a round
  • Deal Con damage
  • Follow enemies when they try to flee
  • Detect invisible enemies with hearing

Those aren't really things that magic does in 3e, generally, and they fit into a martial paradigm just fine. On top of that, the nine ToB disciplines are very distinct, and you can generally tell what maneuver a discipline belongs to given its description, though there are a few areas of overlap. Maneuvers aren't defined in terms of their range, or what you use them with, or their damage types; they can be made with any type of damage including ability damage, and they can be made at multiple ranges. They're defined by their resource management mechanism, and the type of effects they can accomplish, which are quite different from all of the other resource management systems in 3e in both respects.

And yet, martial adepts, bards, totemists, full-list Vancian casters, binders, wildshape rangers, factotums, duskblades, and psionic warriors are all roughly on a par in terms of versatility and power, despite their different systems--and it is those different systems, as much as each system's effects, that make them feel and play quite differently. Only two of those classes use daily resources, and those are psionics and Vancian casting, yet the other classes keep up just fine.

Because taking dailies away from the martial archetype will return them to the inferior level of effectiveness they languished under prior to 4e. There is no chance that 5e will insert some novel alternate resource-management system to give them power comparable to that of casters, because it's an openly-retro system. It's to take bits from 'all editions,' not make radical changes to the common elements of the game. Unless one of those bits is martial dailies taken from 4e, it's going to be 3e optimization tiers all over again, and martial classes will be on the bottom.

And encounter powers are in both 3e and 4e, and are quite popular for martial types in both editions--there are ToB haters, but there are psionics haters and sha'ir haters and plenty of other haters too. Once again, "no daily mechanics" does not mean "boring one-dimensional fighters," it means "no daily mechanics," that's it. What I'm arguing for, despite your assertions, is a system that makes martial types powerful and versatile while giving them a unique play experience relative to the different caster types.
 

I strongly disagree. You seem to think that all classes must be on exactly the same resource schedule to have parity
Very nearly the same, yes, perhaps even 'similar,' but /particularly/ with dailies. I don't just feel that way because it makes sense, but because nothing else D&D has tried to balance the classes has ever come close to working.

but as we saw in 3e with the T3 classes, you can have similar (but not identical) resource schedules and still be on roughly even footing.
Roughly the same resources, roughly equal footing, yes. Makes a certain amount of sense, doesn't it.

Radically different resources, say T1 vs T3, radically imbalanced.


But that's exactly the point--they aren't perfectly reasonable rationales, because they don't work all the time.
Use the one that works for you at the time.

The problem is that no one explanation was provided for martial daily powers that was subsequently consistently followed; actually, the problem is that no explanation is given at all, really, and we're left to come up with explanations for ourselves, which means the game itself (and different groups) won't treat them consistently.
"That's not a bug, it's a feature!" ;) Seriously, it is. Rather than presenting exploits with one fixed rationale, and baking that into the power at the expense of mechanical consistency, playability, and balance, 4e just has exploits that are mechanically functional and balanced. The represent what the player wants them to represent, in game. It's a minor exercise in creativity, and I suppose, rationalization. It lets one set of mechanics cover many different concepts of what a martial character can be.

Same goes for divine, and arcane (except, maybe, for the wizard).

1) This insistence that people who dislike martial daily powers must therefore want martial types to be boring is wrong.
I'm not saying it's what you want. I'm saying that taking away martial dailies will leave the source under-powered and probably non-viable at many levels. And, yes, that'd make playing one boring much of the time.

See my notes, above, about modularity and the possibility of doing both.

Those martial systems, however, have to make sense and should preferably be different from other resource management systems.
Systems are just abstract mechanics. Making two things use different mechanics doesn't make them different in-game. If one character has a katana that does 1d10 damage, and another had a katana that does 1d8 brutal 2, they both have katanas, and, for that matter, they both do 5.5 points of average damage. The mechanical difference adds nothing, it's just an abstraction.

By the same token, a character can have a broadsword (+2, 1d10) or a warhammer (+2, 1d10) or a battleaxe (+2, 1d10), and the only mechanical difference is a keyword. For that matter, one character could have a 'Saber' (+2, 1d8, high crit, heavy blade) and another a 'Backsword' (+2, 1d8, high crit, heavy blade), and there's no mechanical difference, but they are historically different weapons - both modest 1-handed blades used by cavalry, though.

Well, yes, if you consider "using a weapon against a single target within melee range" as a distinguishing feature of an entire power source to be a notable difference, there's quite a hard limit on possible mechanical distinction.
Weapon vs Implement, yes, they're quite distinct. And using weapons doesn't have to limit the martial source quite as much as it actually does in 4e. 4e was actually a little conservative in that regard.

However, let's take a look at what nonmagical things a 12th-level martial adept can do, shall we?

  • Deflect attacks into opponents
  • Pick up and throw enemies
  • Attack without breaking stealth
  • Immobilize creatures
  • Gain DR
  • Make 4 attacks in a round
  • Deal Con damage
  • Follow enemies when they try to flee
  • Detect invisible enemies with hearing

Those aren't really things that magic does in 3e, generally, and they fit into a martial paradigm just fine.
With the exception of CON damage, which is a mechanic that simply doesn't exist in 4e, exploits do just about all of that, too.

Once again, "no daily mechanics" does not mean "boring one-dimensional fighters," it means "no daily mechanics," that's it.
"No daily mechanics" would also mean no Vancian casting, which'd be lovely. The game would be even easier to balance if no one had dailies.

But that's not it. It's "No daily mechanics for the martial source, specifically." And, yes, that relegates the martial source to inferiority, hypothetical systems that the nostalgia-mandated 5e is unlikely to adopt notwithstanding.

What I'm arguing for, despite your assertions, is a system that makes martial types powerful and versatile while giving them a unique play experience relative to the different caster types.
The way you're arguing for it won't achieve that. What you will get is a 'unique play experience' of wondering why you're not playing a caster and being effective like everyone else.

Again, by all means, ask, argue for, even demand additional options for the martial classes, over and above martial dailies that are balanced with the returning vancian casting.

There are a lot of us playing 4e martial classes and quite enjoying have the peak power and 'plot power' of dailies. Please, stop trying to make us choose between continuing to play such characters, and adopting 5e.
 
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Interesting read. If Essentials really is more AD&D than 3e, I'll have to get my hands on it--I play 3e and some 4e now but I've always been a bit more of an AD&D fan. Thanks for the recommendation.

No problem and hope you enjoy.

To be fair, it easily breaks accidentally if you don't go in with AD&D assumptions in mind.

This. I started out on GURPS using low magic worlds not D&D. My reaction to D&D spells is therefore that of a kid in a candy store.

I find it interesting some of the arguments put forth in defense or against the Vancian system. Not that I find them invalid in any way, just that in some cases they seem to point towards other notions that might actually point that folks aren't necessarily discussing the likes/dislikes of the Vancian system.

The Vancian System is seen as equivalent to classic D&D magic. It certainly isn't the magic presented by Jack Vance.

This led to the wizards being dependent on the fighters, not unlike the archers on a battlefield needed protecting by infantry...D&D did, of course, rise from wargaming roots and it shows quite well, there.

That may have been the intent. But that didn't mean it worked. There's too much defensive magic even in the earlier editions of AD&D.

Are wizards and clerics in D&D anything like the characters in fiction they attempt to emulate, at least in semblance? Of course not. Because the needs of fiction and gameplay are not the same. Gandalf, of course, isn't your typical wizard of legend. Because excepting Gandalf, most wizards would dwell in a tower or evil crypt...they didn't go looking for adventure, they were the adventure others sought out.

I consider the D&D classes to be "adventurer classes". And this is one reason I like the 4e ritual rules - wizards of legend were much more into dribbly candlewax than fireballs.

The idea that vancian casters get too much flexibility begs the question: do they get too much flexibility or do other classes get too little (assuming that this is an issue)?

Both. About a third of both 2e and 3e PHBs were devoted to spellcasting and it shows.

but at the same time, 3E was more balanced than any edition before it, in terms of player parity.

Could you expand that claim please?

That wizard could easily take out the FIRST Umber Hulk. It was the second or third that was the problem. By the time the party was escaping the dungeon, he might be spent, while the fighter was still ready for action.

This isn't actually the case except by grace of the Cleric. The fighter's hit points are strictly limited and that's as much a cap on what the fighter can do as spells are on what the wizard can. And the Umber Hulk is CR7 with a reflex of +3 and a Will of +6 - let's assume a 7th level wizard facing it, specialist, Int 18. A decent wizard can turn it into something to be butchered with Hideous Laughter one time in two. That's a 50% chance of effectively a one round kill using one of his five second level spell slots. (Sure the fighter needs to finish it off. But that's just mopping up - a job fit for the druid's animal companion). Alternatively if the Umber Hulk is anywhere near a corner a simple Grease spell can cripple it.

And the only reason the Umber Hulk was a problem on the way out anyway was that it could bypass the Invisibility Sphere.

The rogue might have dealt more damage (with the help of flanks), but his hit points dwindled and now he had to stay back.

And what prevented the fighter's hit points dwindling? The cleric again? Or the Wand of CLW?

I liked the Sorceror an awful lot. He showed that the Vancian system could be tweaked, just like other systems.

The sorceror also happened to be cripplingly weak compared to the wizard - being left in the dust at spamming top level spells one level in two (an entire spell level behind) and only being about a match for the wizard the other level in two. It's only once you drop down to two spell levels below the wizard's highest the sorceror has any advantage at all.

If, as a designer, you view the D&D ruleset as primarily a vehicle to combat resolution, then removing the need for that social contract probably seems like a high-minded, absolutely necessary step for the game to evolve.

If as a designer you view the rules of an RPG as a vehicle for conflict resolution I see nothing wrong with that.

At it's core, 4e's seductive undertones are, "Don't be beholden to the whims and fancies of DMs and players.

I disagree. To me at heart 4e's undertones are "We've actually done our job properly this time. Few people are going to be mechanically disappointed by what they play, either by being outclassed or having to cripple themselves. And you, as DM, can put the time you would be putting into faffing around with crunch to work out how to keep the game on the rails into plotting, into NPCs, or simply into putting your feet up." To me 4e is actually far more able to accomodate the whims and fancies of DMs and players than a less balanced system.

I have zero problem with the goal as stated; I'm actually drawn to it. I also think there are lots of ways to approach that goal that D&D has yet to explore.

Inded.

(If there is a flaw in this view, as Ranes states below, it's the assumption that the need for inter-party "balance," and thus the removal of a need for an active social contract governing "balance" in playstyle, was important enough that other elements of robustness were sacrificed, generally affecting groups that DON'T treat combat resolution as the primary raison d'etre of RPGs.)

What sort of elements of robustness have been sacrificed? Because the 3.X magic system isn't robust. Neither is the crafting or the ability to mechanically be a professional basketweaver.

I strongly disagree. You seem to think that all classes must be on exactly the same resource schedule to have parity, but as we saw in 3e with the T3 classes, you can have similar (but not identical) resource schedules and still be on roughly even footing.

It's just a lot harder work. I'd be much happier to play 3e with all T3 classes than I would 3e under most conditions. Hell, I like all the T3 classes I know - and that isn't true for any other tier.

But that's exactly the point--they aren't perfectly reasonable rationales, because they don't work all the time.

It's as much a narrative mechanic as anyting.

However, let's take a look at what nonmagical things a 12th-level martial adept can do, shall we?

  • Deflect attacks into opponents



  • Pick up and throw enemies
Wind Blast


  • Attack without breaking stealth
Greater Invisibility


  • Immobilize creatures
Hold Person


  • Gain DR
Stoneskin.


  • Make 4 attacks in a round
Haste


  • Deal Con damage
Cloudkill.


  • Follow enemies when they try to flee
Expeditious Retreat.


  • Detect invisible enemies with hearing
True Sight.

Those aren't really things that magic does in 3e, generally,

Ummm... Nothing is things magic does in 3e generally. But all have something approaching equivalents. But I do like the Bo9S - I'm just disappointed how long it took 3.X to get there and how many people dislike the Book of "Weaboo Fitan Magic".

And yet, martial adepts, bards, totemists, full-list Vancian casters, binders, wildshape rangers, factotums, duskblades, and psionic warriors are all roughly on a par in terms of versatility and power, despite their different systems--and it is those different systems, as much as each system's effects, that make them feel and play quite differently. Only two of those classes use daily resources, and those are psionics and Vancian casting, yet the other classes keep up just fine.

On the other hand they got there more by luck than judgement given quite how any classes don't balance with the tier 3 classes. And this is the significant problem for a game designer. You should be able to cram most classes at least into the same tier and that takes some pretty serious skill. Skill that the designers of 3.X didn't even come close to having (neither do the designers of PF). And even the 4e designers with Essentials didn't vary the pattern too much, and it took them a couple of years and a much more transparent system.
 


Hm, why not make these class specific ressources something that all classes share? Let's say every class uses let's say "action points" to power their abilities? Every character gets a pool of action points and uses these to power their spells, rages, songs, maneuvers, etc.

The new Neverwinter MMO uses something like this for the daily powers of the characters.

-YRUSirius

Because making each class have their own spendable resources with their own recharge mechanic allow for greater variety.

Samurais can spend "resolve" for completelly different things than Ninjas can spend "ki". And it's perfectly possible give each mechanic a different recharge system. For example, a rogue's luck might recharge once per encounter, while a mage's essence might recharge when they meditate and memorize spells, or whatever
 

Roughly the same resources, roughly equal footing, yes. Makes a certain amount of sense, doesn't it.

Radically different resources, say T1 vs T3, radically imbalanced.

T1 and T3 classes don't have inherently different resource systems. There are T1 and T3 Vancian casters and psionicists, the T1 casters simply have access to more spells/powers within their system. An incarnate who could reshape and rebind melds each turn as a swift action, a martial adept who knew every maneuver in the book, a binder who could bind 10 vestiges at once, and similar would be higher-tier than the existing T3 classes, not because they used a different system, but because they used the same system more effectively.

And that's my point. You seem to think that "using daily powers" inherently means "more powerful than any other resource system." It doesn't. It means it has different flavor and mechanical implications than other systems, that's it, and those different flavor and mechanical implications are preferable to a daily system to many people.


Use the one that works for you at the time.

"That's not a bug, it's a feature!" ;) Seriously, it is. Rather than presenting exploits with one fixed rationale, and baking that into the power at the expense of mechanical consistency, playability, and balance, 4e just has exploits that are mechanically functional and balanced. The represent what the player wants them to represent, in game. It's a minor exercise in creativity, and I suppose, rationalization. It lets one set of mechanics cover many different concepts of what a martial character can be.

Same goes for divine, and arcane (except, maybe, for the wizard).

Just use whatever explanation works at the time? Really?

Rogue: "We have them on the ropes, Mr. Fighter! Shoot them with your Swarm of Arrows Technique!"

Fighter: "No, sorry, Mr. Rogue, I can't do that right now."

Rogue: "But they're running away! Their backs are to you! You have all the opening you need!"

Fighter: "Why would you think I need an opening to use my special techniques?"

Rogue: "...um, because when we were fighting them before, you said you needed an opening to use it and that's why you didn't keep using the same technique on multiple people?"

Fighter: "No, no, right now I'm too tired to use the Swarm of Arrows Technique. Doesn't matter about the opening, I'm just too tired."

Rogue: "...but you can use the Finding the Horizon Technique on them just fine?"

Fighter: "Yep!"

Rogue: "...but only once?"

Fighter: "Yep!"

Rogue: "...and you'll be too tired afterwards to do it again, but not too tired for something else?"

Fighter: "Yep!"

Rogue: *facepalm*

You can go on and on about powers letting players get creative all they want, but there's a big difference between reflavoring a fire power to use a burst of light instead (because there's no mechanical or flavor difference worth noting) and trying to explain martial dailies, which do have different implications based on the explanation you're using for why you can only use them once.

I'm not saying it's what you want. I'm saying that taking away martial dailies will leave the source under-powered and probably non-viable at many levels. And, yes, that'd make playing one boring much of the time.

See my notes, above, about modularity and the possibility of doing both.

And what part of "there are ways to make martial sources equally powerful that don't involve 1/day restrictions on powers" isn't getting through? I've mentioned several internally consistent, equally-powerful alternatives which you have seemingly dismissed out of hand as not being able to make the fighter powerful. Why, exactly, would a fatigue-based system where you can re-use a single power multiple times instead of each power once, or an opening-based system where you can re-use powers on flanked/helpless/whatever enemies, or something like that not be as good as a daily system?

Systems are just abstract mechanics. Making two things use different mechanics doesn't make them different in-game. If one character has a katana that does 1d10 damage, and another had a katana that does 1d8 brutal 2, they both have katanas, and, for that matter, they both do 5.5 points of average damage. The mechanical difference adds nothing, it's just an abstraction.

By the same token, a character can have a broadsword (+2, 1d10) or a warhammer (+2, 1d10) or a battleaxe (+2, 1d10), and the only mechanical difference is a keyword. For that matter, one character could have a 'Saber' (+2, 1d8, high crit, heavy blade) and another a 'Backsword' (+2, 1d8, high crit, heavy blade), and there's no mechanical difference, but they are historically different weapons - both modest 1-handed blades used by cavalry, though.

I'm not seeing the relevance to the daily power issue. Yes, mechanics are abstract. Yes, mechanically-similar things can be flavored in the same way. But when it comes down to it, you don't have one PC wielding a "dagger" (1d10 damage, high crit, heavy blade) or a "katana" (1d4 damage, finesse), because the mechanics don't match up with the in-game expression. You don't have to have a one-to-one mapping between flavor and mechanics, but whatever flavor you have has to match the mechanics or it won't make any sense.

With the exception of CON damage, which is a mechanic that simply doesn't exist in 4e, exploits do just about all of that, too.

I was referring to 3e maneuvers vs. 3e spells, not what 4e exploits are capable of, the point being that maneuvers and spells are defined by different mechanics and different ways of achieving the same mechanics, not just by superficial fluff on the same mechanics.

"No daily mechanics" would also mean no Vancian casting, which'd be lovely. The game would be even easier to balance if no one had dailies.

But that's not it. It's "No daily mechanics for the martial source, specifically." And, yes, that relegates the martial source to inferiority, hypothetical systems that the nostalgia-mandated 5e is unlikely to adopt notwithstanding.

The way you're arguing for it won't achieve that. What you will get is a 'unique play experience' of wondering why you're not playing a caster and being effective like everyone else.

Again, by all means, ask, argue for, even demand additional options for the martial classes, over and above martial dailies that are balanced with the returning vancian casting.

There are a lot of us playing 4e martial classes and quite enjoying have the peak power and 'plot power' of dailies. Please, stop trying to make us choose between continuing to play such characters, and adopting 5e.

That's fine, you can have the power of dailies. I (and the other "please no martial dailies" folks) just want a consistent, believe, and mechanically unique way to achieve that power.

It's just a lot harder work. I'd be much happier to play 3e with all T3 classes than I would 3e under most conditions. Hell, I like all the T3 classes I know - and that isn't true for any other tier.

I agree about the T3 classes all being enjoyable. And hey, the designers did it once (even if purely by accident ;)), they can do it again.

It's as much a narrative mechanic as anyting.

And that's a large source of the problem, I think. There are games and mechanics that attempt to actually explain the mechanics in-game; D&D is that sort of game, and most of the mechanics are like that. Even if the mechanics don't make any sense by real-world physics, they're internally consistent. There are games and mechanics that give players explicit narrative control over the game and their characters. When the first kind of game introduces narrative mechanics, they tend to be universal--everyone in 4e has action points and healing surges, for instance.

Yet 4e martial dailies look almost like an attempt to give one power source narrative mechanics while other power sources have internally-consistent or simulationist mechanics--and then they act like those narrative mechanics are simulationist. I would be perfectly happy if martial classes had something like fate points and the books said "Congratulations, as a martial hero you have plot protection, your powers are story-altering protagonist stuff." But they don't; they shove narrative and simulationist powers and resource schemes together and don't bother to differentiate between the two.

Deflect attacks into opponents
Pick up and throw enemies/Wind Blast
Attack without breaking stealth/Greater Invisibility
Immobilize creatures/Hold Person
Gain DR/Stoneskin
Make 4 attacks in a round/Haste
Deal Con damage/Cloudkill
Follow enemies when they try to flee/Expeditious Retreat
Detect invisible enemies with hearing/True Sight

Ummm... Nothing is things magic does in 3e generally. But all have something approaching equivalents. But I do like the Bo9S - I'm just disappointed how long it took 3.X to get there and how many people dislike the Book of "Weaboo Fitan Magic".

I should have been more clear there--the maneuvers accomplish the same general effects in ways that magic does not. Magic can push people back and move them around slowly, but not quickly move enemies in whatever direction you wish; magic can give you extra attacks in a full attack action, and let people attack using off-actions (swift and immediate), but not give you multiple attacks on an off-action; magic can deal ability damage, and inflict poisons, but not deal Con damage without poison; magic can increase your speed, and teleport you out of turn, but not let you 5-foot step out of turn or follow enemies immediately.

The point is that martial and magical things can accomplish the same general effects, but they do so in different ways. Magic can do lots of things martial stuff can't do as well, and martial stuff can do some things that magic can't do as well, and though magic has far too much of an advantage there, there are things only martial stuff can do that set it apart thematically.

On the other hand they got there more by luck than judgement given quite how any classes don't balance with the tier 3 classes. And this is the significant problem for a game designer. You should be able to cram most classes at least into the same tier and that takes some pretty serious skill. Skill that the designers of 3.X didn't even come close to having (neither do the designers of PF). And even the 4e designers with Essentials didn't vary the pattern too much, and it took them a couple of years and a much more transparent system.

To be fair, the designers weren't trying to balance the 3e classes, they were trying to unify and upgrade the core while porting everything else over mostly unchanged. The fact that they should have tried to change things to keep them in rough parity is obvious in hindsight (and was obvious a year after release as well), but it wasn't really their design goal to do that.
 

So, Eldritch Lord - the problem with the system comes when other players deliberately point out potential issues, and then continue pointing them out time after time, using meta-game language in the game (use your Swarm of Arrows Technique) in character, in game, to create problems.

How is this not a player problem? After all, you could say EXACTLY the same thing about Action Points. You can use an AP to gain access to any feat for one round, for example. So, why can't you keep doing that round after round?

4e powers are just that - meta-game effects. They are no different than AP's. The only thing you can do in combat that isn't a meta-game effect is a basic attack (either melee or ranged). That's it.

Now, some are a lot easier to map onto the fiction than others. Most of the martial effects map directly onto the fiction. But, that doesn't make them any less of a meta-game effect. Shield Bash is still a meta-game effect. After all, why can't I do it every single attack?

But, that's the point right there. They are meta-game effects because round after round of the martial character doing EXACTLY the same thing, fight after fight, is not a goal of 4e D&D. The goal is to give every character a variety of actions that they can perform and to allow a greater level of differentiation between one character and another of the same class.

The problem comes when players try to make the system something it isn't. 4e characters do not gain a selection of in-game effects. They don't. Powers don't work like that. In prior editions, your selections were pre-defined and largely pre-scripted. If you wanted to trip someone, this is how you do it and if you don't meet the requirements, you cannot do it. If you do meet the requirements, you can do it any time you want.

Which led to one trick pony characters because it was almost always better to focus on one trick to the exclusion of anything else.

Some people think that's great and that the level of immersion gained by that system is worth it. Some people don't. But, both systems have their strengths and weaknesses. You point out that 4e's powers can create illogical situations. IME, it generally doesn't, but, I could see how it can. 3e's approach can lead to cookie cutter characters and hyper-specialization. AD&D's systems were so baroque that they generally didn't see play.

But this:

EL said:
To be fair, the designers weren't trying to balance the 3e classes, they were trying to unify and upgrade the core while porting everything else over mostly unchanged. The fact that they should have tried to change things to keep them in rough parity is obvious in hindsight (and was obvious a year after release as well), but it wasn't really their design goal to do that.

I don't agree with. Class balance was a primary goal in 3e.
 

How is this not a player problem? After all, you could say EXACTLY the same thing about Action Points. You can use an AP to gain access to any feat for one round, for example. So, why can't you keep doing that round after round?


4e powers are just that - meta-game effects. They are no different than AP's. The only thing you can do in combat that isn't a meta-game effect is a basic attack (either melee or ranged). That's it.

That's an argument against Action Points, not an argument for keeping the horrid 4e power system.
 

That's an argument against Action Points, not an argument for keeping the horrid 4e power system.
Nope, it's an argument for keeping the 4e power system for those who want it. I think that the last thing WotC wants is to create a 5e that would lose them the majority of 4e players.
 

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