LostSoul
Adventurer
First level 3e fighter can bull rush, trip, grapple, disarm, sunder, power attack, cleave.
I don't see why any character can't do the first five options listed there.
First level 3e fighter can bull rush, trip, grapple, disarm, sunder, power attack, cleave.
A little of both: I don't think it's really necessary (pushing on is usually advantageous in the story anyhow), and it's not well explained hence not very believable. Why are people getting stronger as they grow more tired? It's a little weird. Having said that, it's a pretty minor issue, I don't object to a power-up-for-pushing-on mechanic in the game if it makes others happy, it's just not really my thing.Are you objecting to a "power up for pushing on" mechanic in general, or the details of milestone implementation? My group quite likes milestones, but I would agree that there could be other ways of doing something like it, including perhaps ways that were slightly more integrated into the way encounters are built and adjudicated (HeroQuest revised is a good example of this).
I wasn't really responding to your claim about "more". I think that's extremely dependent on so many factors around encounter design and GM adjudication, as well as disputes about what counts as a distinct option, that I'm not sure it's measurable.First level 3e fighter can bull rush, trip, grapple, disarm, sunder, power attack, cleave.
The revisions have been purely mathematical, and there have been two - the initial revision correcting the obviously stupid numbers in the DMG, and then the Essentials revision which tweaked the numbers back up a bit. But the bigger change in Essentials (but one which got much less fanfare) was to change the XP rules so that taking part in a failed skill challenge still earns XP. That is the first time I'm aware of that D&D has given XP for failing in an encounter.As for skill challenges, I believe even the devs admitted their implementation was terrible. And I don't know how many times those things have been revised.
First level 3e fighter can bull rush, trip, grapple, disarm, sunder, power attack, cleave. But people will inevitably bring up the difficulty using those untrained, so let's check out some other stuff.
But let's take an actual usuable build, shall we?
Human Fighter 6:
1ower Attack, Cleave, Improved Bull Rush
2:Combat Expertise
3:Improved Trip
4:Another feat
6:Shock Trooper
So this build gives us plenty of options. We can use power attack. We can use combat expertise. We can trip dudes. We can bull rush dudes forward or sideways if that's important for some weird reason. We can domino charge, tripping two dudes at once. We can hit guys super hard with our greatsword. We can charge and apply power attack penalties to our AC. If we're using more dumpster diving, we could tack on silly intimidate tricks. And we still have a feat to add more options. That's quite easily the equal of a 4e fighter, and if we start multiclassing we get even more options.
As for skill challenges, I believe even the devs admitted their implementation was terrible. And I don't know how many times those things have been revised.
Well I'd like to have tactically meaningful games, when you just reduce the defenses to me at least it starts to screw with the assumed balance of how long things should last. So in my experience I usually have to increase HP just to get a meaningful fight if I lower defenses.
Quite frankly, the last thing you need to worry about in 4E combat is it being too short. What you do have to worry about is the boredom that comes with the "Is this ever going to end" feeling that is rampant in 4E. I would think lowering defenses would make combat length about right instead of too short.
Because dimension door is totally a nonmagical fighter power...oh, no, wait.
So you didn't pick them if you were the other types of warlock.PHB1 warlock would like a talk with you - half it's powers were unusable
and it didn't deal striker level damage. As would PHB1 cleric, although it did get some good stuff.
I can argue that 3.5 didn't support the fighter or rogue on release (or indeed ever) because magic even when restricted to the PHB was just that much better.The system didn't really support much on release, unlike 3.5.
Images took too long to show up - indeed it took until EssentialsThe image line of spells are gone, making illusionist kinda blah.
You're simply wrong. We'll show this below.Fighter has less options than 3.5, as all the options are "I hit them harder" or "I upgrade a power from another level".
You go for pure simulationism? And no improvements for safety?Also the executioner is pretty damn bad conceptually, because chemical reactions only occur once per day. You know, it makes sense.
The Warlord's schtick is that he inspires his allies to fight better without being a spellcaster.What? Are you serious? The warlord's entire schtick is that he inspires his allies to fight better.
No we aren't. We're assuming that you aren't daft enough to walk through the same kobold villiage four times. We're assuming that picking the lock in an orc-infested dungeon or in a villiage is what you expect a second level character to do - but either Mezzobaranan or the Royal Treasury is a fitting target for mid-paragon characters, and the locks there will be tougher.Ok, so we're playing Oblivion with that stupid level scaling mechanic now.
But they don't. That goblin over there remains a second level goblin whether you're first or tenth level (although a DM might turn him into a 10th level minion to keep the XP and challenge of the monster the same while allowing him to work as a challenge.Especially when the monsters use the same fireball animation for more damage and a similar effect. Cool.
And there's another way the 3.X skill system sucked. It was fiddly, confining, and irrelevant. The 4E skill system is none of the above.Wait - the lack of skills is what doomed the 3e fighter? When the hell did anyone care about skills in 3e (besides UMD, knowledge,diplomacy, and a few others))?
After about level 6-9, if the wizard is feeling nice or you have the right items you can fly most of the time. For a character to get a fly at will is normally level 16 in 4e. The magic isn't so overwhelming as to render the skill system irrelevant. I see this as a plus.After about level 6-9 you can seriously fly all the time and don't care about climbing or jumping unless you're leap attack charging people.
And once more you're repeating a refuted point. You get quite a lot better. It's just you're assumed to go on to better things rather than keep playing in the kiddie pool.By contrast, 4e is seriously "you don't get comparatively better, because we don't allow for real advancement."
First level 3e fighter can bull rush, trip, grapple, disarm, sunder, power attack, cleave. But people will inevitably bring up the difficulty using those untrained, so let's check out some other stuff.
But let's take an actual usuable build, shall we?
Human Fighter 6:
1ower Attack, Cleave, Improved Bull Rush
2:Combat Expertise
3:Improved Trip
4:Another feat
6:Shock Trooper
Quite frankly, the last thing you need to worry about in 4E combat is it being too short. What you do have to worry about is the boredom that comes with the "Is this ever going to end" feeling that is rampant in 4E. I would think lowering defenses would make combat length about right instead of too short.
Sure. If you want a 1st level 4e fighter. If we're going up to 6th level and including Complete Warrior, I should probably take it to 7th level - giving me two utility powers (Unstoppable and defensive training), Rain of Steel, and Come and Get It - none of which you can match. And I'm still on the PHB and haven't selected feats.Try the slow fall, the running up walls, etc. The problem here is that 2e and 3e were both hamfisted enough to make everything itneresting into spells.
So you didn't pick them if you were the other types of warlock.
Infernal warlocks actually could for most of heroic tier - Hellish Rebuke rocks. And feylocks were controllers more than strikers (although PHB1 controllers were a bit weak). I'm not going to attempt to defend the Starlock
I can argue that 3.5 didn't support the fighter or rogue on release (or indeed ever) because magic even when restricted to the PHB was just that much better.
Images took too long to show up - indeed it took until Essentials
You're simply wrong. We'll show this below.
You go for pure simulationism? And no improvements for safety?
The Warlord's schtick is that he inspires his allies to fight better without being a spellcaster.
No we aren't. We're assuming that you aren't daft enough to walk through the same kobold villiage four times. We're assuming that picking the lock in an orc-infested dungeon or in a villiage is what you expect a second level character to do - but either Mezzobaranan or the Royal Treasury is a fitting target for mid-paragon characters, and the locks there will be tougher.
The "level scaling mechanic" would make all doors at level 16 the door to the royal treasury. This would be bad DMing.
But they don't. That goblin over there remains a second level goblin whether you're first or tenth level (although a DM might turn him into a 10th level minion to keep the XP and challenge of the monster the same while allowing him to work as a challenge.
If the PCs at level 16 want to go beating up the same kobolds that drove them off at first level, the kobolds may be a little older but the numbers won't have changed.
And there's another way the 3.X skill system sucked. It was fiddly, confining, and irrelevant. The 4E skill system is none of the above.
But I meant doomed the fighter outside combat as being more than a porter. He was also doomed inside combat.
After about level 6-9, if the wizard is feeling nice or you have the right items you can fly most of the time. For a character to get a fly at will is normally level 16 in 4e. The magic isn't so overwhelming as to render the skill system irrelevant. I see this as a plus.
And once more you're repeating a refuted point. You get quite a lot better. It's just you're assumed to go on to better things rather than keep playing in the kiddie pool.
OK. And now let's take an actual usable 4e build. PHB only as a restriction just to make things interesting. And unlike you I'm sticking to level 1.
Human Fighter 1:
Grab, Bull Rush (both free).
At Will: Tide of Iron (There's your Improved Bull Rush - mine actually does damage)
At Will: Cleave (There's your cleave)
At Will (Human Bonus): Reaping Strike (And now for high accuracy)
Encounter 1: Spinning Sweep (And we can now trip)
Daily 1: Comeback Strike (self-protection - Combat Expertise equivalent).
Human Feat: Power Attack.
L1 Feat: Initiate of the Faith (because we've got it spare)
Trained skills: Athletics, Heal, Streetwise, Religion, Endurance.
So. We have a L1 PHB only build here. Yours isn't - you need Complete Warrior for Shock Trooper.
What can your build do that this can't?
1: Disarm
2: Sunder
3: Spam trips.
4: Domino Rush. Possibly also Heedless Charge.
What can mine do that yours can't?
1: Mark people
2: Combat Challenge
3: Bring people back into the fight from below 0HP (heal skill trained and healing word 1/day)
4: Force attacks through the enemy defences (Reaping Strike)
5: Skills.
6: Second Wind
So this build gives us plenty of options.... That's quite easily the equal of a 4e fighter, and if we start multiclassing we get even more options.
There's so much wrong with the fighter rebuttal I don't know where to begin. Rain of Blows: BAB 6. I can make two attacks too. You just argued that that's an option I can't match, and it's hardcoded into the system. Throw Goad in for the 4th level feat and we've got marking covered.
As for skills, I can take Use Magic Device cross-class and it gives me more options than 4e's entire system. Mimics all your powers quite nicely, and then some. I can use my other 12 skill points and buy qute a bit. Sure Strike is inverse power attack. You can't bull rush multiple squares.
And I note you felt you had to multiclass for more options. Don't go there, I can seriously throw rogue, cleric, barbarian, and ranger on this guy for even more options and if we abandon core warblade and crusader multiclasses blow you out of the water. Don't go there. You will lose.
And lastly, I can do all this until I run out of hit points (sans UMD of course). You're limited by encounter and daily limits.
As for warlord not being a spellcaster, I fail to see how nonmagical powers make people mysteriously move faster and hit harder. You could make an argument for that being magic or non-magic. Magic is modeled with spells. These spells give a morale bonus. Warlords inspire morale. The spells are mechanics which can be overridden with fluff.