Eldritch_Lord
Adventurer
Only if you insist that that cool move is something that the character distinctly knows in game and not simply a meta-game construct, identical to an Action Point. The reason you can do that Daily NOW, is because the player has decided to influence the in-game fiction to determine that it happens now. He cannot do it later, for exactly the same reason that you cannot change the die roll later.
This is where I believe the crux lies.
I simply don't agree that martial dailies represent special techniques that are distinctive in the gameworld.
Take Stop Thrust again. That is a shift then attack (as a reaction) then immobilise. Contrast it to the following sequence of at-will manoeuvres - the fighter moves on his/her turn, to a square where s/he thinks an enemy might try to move past. The enemy moves past. The fighter takes an opportunity attack, hits and therefore stops the enemy's motion. Mechanically, these are different things. In the fiction, I contend that they are indistinguishable. Because in the fiction there is no such thing as an opportunity attack, an immediate reaction, etc. The fiction is not a world of turn-based attacks and movement.
What the daily does, in the case of Stop Thrust, is not to change the fiction, but to give the player an opportunity to exploit aspects of the metagame resolution methods (action economy, turns, movement rules etc) to produce a more desirable outcome, of his/her fighter hitting a moving target and pinning it down. But it doesn't change the fiction, any more than using a fate point to change a die roll changes the fiction.
Now if the retort is "It's still noticable that, 1x/day, the fighter gets lucky with his/her manoevring and pinning of foes", I would say that (i) the same pattern of daily luck would be visible in a system in which players got one fate point per game day, or even per adventure ("Every time we go on an expedition, there's always a haystack at the bottom of the first cliff you fall over!"), but (ii) just as random patterns of dice rolls would even that out in the fate point mechanic, so the random patterns of hitting and missing and NPCs drawing or not drawing oppy's and the like will even it out in the case of the fighter with Stop Thrust.
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I don't think there is any ingame rationale for martial daily powers. I think they're entirely a metagame device. The martial PC only knows that s/he is pretty hot at what s/he does, and every now and then it all comes together!
As I mentioned earlier, and as Zustiur so eloquently expanded on, the disconnect between "This is real in the game world" and "This is a metagame thing" is a deal breaker. Your wizard can use particular spells, he can talk about his powers in-game, he can strategize about using them, because they are game world artifacts. Your fighter, though, is in some sort of hazy nebulous state where he just fights, and can do some things some of the time and can't do them other times for no particularly consistent reason. You can tell your wizard to Fireball the goblins rushing towards you, but not tell your fighter to Stop Thrust the one getting away, because apparently fighters don't have individual techniques, they have dramatically appropriate openings.
It's that vague middle state that I really object to. Completely disconnect the fighter mechanics from the game and make them purely dramatic/plot appropriate abilities, and we're fine. Completely immerse them in the game and make them individual techniques, and we're fine. Make them halfway immersed sort-of techniques that sort-of work some of the time, and that doesn't really do it for me.
Let me stop you right there. With just the PHB (and the MM1) the big three (C/W/D) are already Tier 1. The Artificer only knows its writeup and the DMG items.
*sigh*
Once again, breadth of options. There are 200-some spells for the wizard alone in the PHB; there are 180-some maneuvers for the swordsage in ToB. The warmage came along late in 3e, but even with that much material to reference it only got some spells from the PHB and Complete Arcane, so a sorcerer with broader access does blasting better than the warmage. The Big 5 have access to the most powerful things in 3e, the alternate systems only have access to one book: their own. Which one book it is really matters.
You don't have as much to nova.
Because what you have there is a daily system. It's the being on different recharge cycles that allows the novaing, not that one's powers the other fatigue. A wizard in classic D&D can force most of a day's power through in short order. A fighter doesn't have this choice to nova because he doesn't have such a pacing mechanic.
I believe you're being deliberately obtuse here. By "daily system" I am, and consistently have been, referring to the 4e martial daily model where you get to use each power a certain fixed number of times per day. Having a certain number of points to turn encounters into dailies, similar to but not identical with 4e psionics, may be a daily system if it has a fixed number of points, or it might not if it works differently (e.g. you regenerate X fatigue points after each encounter, or you can spend HP/penalize defenses/whatever to gain more, or the like).
Which powers can practically guarantee a one hit kill? And why would you save your strength?
If you're facing minions, a 3-hit power can kill more than Twin Strike. If you've already damaged some enemies, using a 4[W] daily power on them is better than using a 2[W] encounter power.
Surprisingly few balance misses in 4e.
I would note for the record that 4e is the edition where a mid-level character was built who could one-shot Orcus a week before the game was even released, where flurries of errata fixed and changed tons of material before Essentials came out, and where Twin Strike is the best striker at-will in the game.

On a general note, we do agree on the most important point, that fighters need a resource system to allow them to pace themselves, to strategize, to be balanced with other resource-system classes, and so forth. We simply disagree on the best way to achieve it. I want the martial resource system to be as explicable in-game as the other sources, to give a unique play experience, and to provide interesting mechanical options. These don't seem to be priorities to you, but I'm arguing that 5e could come up with a martial subsystem that satisfies both your goals and my goals, it's just that that system isn't martial daily powers as expressed in 4e. The aim of martial dailies is one I fully endorse, I just dislike the execution.