ZombieRoboNinja
First Post
Like that character from the pregens that fights in melee with a shield and does damage with a giant hammer...oh, what was his class...oh, cleric! Judging from the playtest version of the Moradin cleric, the playtest version of the fighter, and what I know about paladins from 1st-3.5, it looks as though the Moradin cleric's going to be able to stand toe-to-toe for a while. The Guardian theme keeps giving melee-related abilities through third and there's no reason to think it won't keep going in that direction. Like I've said before, you can't change the definition of cleric in order to exclude them from being paladin-like.
The issue isn't whether the cleric can go "toe-to-toe." It's whether their class abilities (spells) match up with the paladin archetype (inspirational knight).
Except the terms "striker" and "defender" don't mean anything in this edition. The fighter pregen in the playtest document is a slayer build. There's nothing defender about that character, it's pure damage. The Moradin cleric is far more of a defender than the fighter is.
This is true, and it's one reason I think they're going to end up changing the fighter class to have at least some basic "stickiness" built in. Maybe the mark thing from 4e, maybe something better. (Mearls and others have suggested this as a possibility in various comments and interviews.)
And if you want to talk about being highly mobile and excelling at targeted damage, that's a rogue.
Well, to keep it in 4e terms you hate, that's pretty much every striker.
Stick a fighter-based theme that gives them the ability to hold their own two-to-two and a woodland-based background to boost tracking and nature skills and that's the same as the ranger you just described.
Except the rogue mechanics focus on gaining combat advantage for sneak attack, whereas thematically a ranger doesn't focus on backstabbing his enemies while they're distracted.
Or make a ranger theme you can stick on the rogue or fighter that gives them track, nature skills, and a favored enemy type mechanic.
Again, the current fighter seems too vanilla to me, with nothing defining its mechanical role other than "good with weapons." It's like have a "spellcaster" class that just got bonuses to spell DCs and attack rolls and we were using themes to pick between cleric and wizard spell lists. As that class get a bit more defined, I think the differences from a ranger will stand out more.