Hmmm, yeah... you really didn't get the point that neither of those examples were realistically representative of how combat goes in either edition... did you?
EDIT: On a tangent... Why would you use an encounter or daily if you haven't identified which monsters are minions and which aren't?
I'm trying to destry the stupid 'samey' argument once and for all. Because they really aren't. And the problem I have is that full attack normally is pretty samey to me. So is move-and-only-ordinary-attack.
And several reasons:
1: Tactics 101 - the earlier you kill something the less often it gets to hit back. If you've a good guess that a monster isn't a minion (and you normally do) you want to unload on it fast.
2: Early control keeps monsters out of the fight which might as well be a stun. If the Hunter uses Disruptive Shot to immobilise an ogre before the ogre has acted, the ogre is more or less irrelevant (save ends). And likewise any power that blocks the monsters from entering the fight like a wall.
3: One of the best ways to tell if monsters are minions is drop a large AoE or multitarget attack or multitarget attack on them (Enlarged Orbmaster's Incendiary Detonation is a favourite of mine - burst 2 and will knock prone anything that's not a minion - see the point about control above) and early on you won't cause Friendly Fire.
4: Certain powers power you up for a big fight (Armour of Agathys, Rain of Steel, and Flaming Sphere come to mind). Use early or probably not at all.
5: Certain powers are opportunist interrupts. I use Powerful Warning from a Warlord as soon as there's a close hit because I don't know when I'm next going to be able to negate a hit.
6: Opportunities. If the enemy are too close to [Dangerous terrain feature], you use the biggest way you have of pushing them all into it. With a versatile power list you won't necessarily want the at wills as you have better.
All the creatures you mention here can be fought by a low powered fighter (or one with few options) as well as by a high powered fighter (or a more complex one). I don't really see your point.
Third degree burns are
nasty. You need superhuman resilience to survive a dragon's breath or fireball at all. A low powered fighter might be able to kill, but can't
survive.
It isn't a "trip" when a bird is plucked from the air and thrown to the ground, training in a "trip" isn't going to help you there.
It isn't a trip when say a floating creature is "knocked-down" either.
How is the giant centipeed "knocked down" and forced to take a turn to stand up from prone?
Flip it on its back. Then ask it to tell you which leg comes after which...
These are bad examples, sorry about that, but my point still remains that it has nothing to do with the terminology of the issue. I retain that certain creatures should be immune from certain attacks. Even later when KM mentions alternate forms of "disarming" HOW is that affecting creatures which don't possess weapons?
In 4e some creatures
are immune to some attacks or conditions. But this is a specific (and very rare) property of the creature. This is a strawman.
I've never seen martial maneuvers as being responsible for keeping fighters aligned with wizards.
What they are responsible for is keeping fighters something approaching
interesting to a vaguely tactical player other than being a power fantasy. There are only so many ways to say "I poke him with my sword" without going into a dissertation on historical fencing.
To the first point, they are super-human - exactly. They are getting their power from something. Perhaps they are getting it from just being that awesome or epic. But it really has nothing to do with their class.
But their class is how they interact with the world. All casting classes become superhuman
from their class. Why this insistance that Fighters Don't Get Cool Stuff (when all casters do)? Why do you want to make the fighter a non-viable class?
What if instead of trying to compare fighters to greek gods we just gave them abilities in line with what they should have in a DnD RPG game. Don't force them to be one way or another but give them abilities to do what they want. While all the time recognizing that they are human, not necessarily super-human.
"What they should have in a DnD RPG game" is precisely what we are arguing about. If they want to fight the Hydra,
they should have abilities like the person who fought the hydra in myth and legend. If they want to fight a dragon they should have abilities to avoid being crisped.
And above all, if they want to be taken seriously, they should have sufficient abilities to stand up to a wizard or cleric of equal level. To do that they need to be effectively supernatural. Celtic myth, greek myth, Faerie Queene, or Orlando Furioso level. What they do not need to be is mundane when thought to be equivalent to someone who can cast
Wish in 6 seconds.
If magic were reduced (by any number of methods) while still allowing us to cut say one or (with great skill) two of these requirements then that is fine. We get into troubles when it cuts all three. That is where we get abuses.
Magic in 4e is more than powerful enough. I've retired a
4th level wizard in 4e for being more than the DM could handle. And I'd argue that outside combat the mage is the most powerful class (the thief and the bard might disagree). But apparently this is unacceptably weak to many.
It is a problem when we let magic get out of hand, not that the fighters are weak.
So you want to reduce the mage? My 4e experience tells me that the amount of complaining that will lead to is ... immense.
I'm doing a game right now where my fighter is kicking all kinds of butt, and my wizard is annoyed he can't keep up. They are level 10 and while the wizard could go nova and kill the BBEG in a single hit he doesn't. We are using a modified version that allows the wizard a lot more flexibility but he also falls like a sack of bricks if eh isn't careful. With the BBEG, he knows that his tactics would be much better used on the minions or blocking the doors against reinforcements. He could focus just on the BBEG but let the fighter do clean up, but the fighter won't let him.
This sounds like a vast social issue at the table. To hear you tell it, your fighter is hogging the spotlight,
refusing to do cleanup, and you both know that the Wizard could do the fighter's job by killing the BBEG but the fighter couldn't do the wizard's. So your fighter is bullying the wizard and the wizard is frustrated
because he is being bullied.
It all has to do with giving the wizards limitations that they can't easily ignore, the SAME as fighters. Instead of making the fighters the same as wizards and allowing them the same kinds of powers.
Because "Hit someone with a sword repeatedly and fast" is the same kind of power as "summon the winds to throw the guards back in their guardrooms and slam the doors after them"? (See my example above). If that's your standard for the same kinds of powers there's not much I can say or do.
I think a lot of fans of wizards prior to 4e would say they were brought down MORE than a notch.
Oh, possibly. But this doesn't change that they are still arguably the most powerful class in 4e both in combat and out - it's just close in both cases. If they were brought down more than a notch that is because they
needed to be brought down more than a notch.
The problem wasn't that wizard were reduced, well the problem wasn't Just that.. it was that they were now in toe with fighters. That all the classes were balanced and "same-y" was the major complain I saw over and over when talking about 4e classes.
As the effects are nothing like each other (see above) I can only conclude that the complaint is that they were brought down enough notches to bring them in line with a powered up fighter.
My point is that this can still be there. Even if you reduce the wizards you can still give everyone the power to do impossible things. It just has to do with re-examining how the casters should work when compared to the martial characters and then giving an outlet where BOTH can become creatures of legend - with the chopping off mountain tops.
But the key is making it that both groups start low and can rise high, instead of imposing a default high setting and then forcing people to scale down to get the game they want.
The default setting for 3.X allows the wizard to cast spells in 6 seconds with no chance of failure. That's
extremely high as it is. 4e is, if anything, lower.
It doesn't mean that (without magic) you can suddenly start heaving cinder blocks 30 yards. DnD too often falls into this trap, having fighters or other creatures and people who lack magical essence able to do things that they would normally be unable to do, just because magic exists.
This is not a trap. This is balance. I don't mind playing WFRP where you can't heave cinder blocks 30 yards - and spellcasting is frought with danger. I don't mind fighters being larger than life and wizards being able to cast spells in 6 seconds with no chance of failure. But you need wzards and fighters to be in the same game. However if you try to do this in D&D you get them called 'samey'.
I'm going to remind you that I don't want an underpowered fighter. I don't think there are many who do.
Then stop arguing for one please. Or argue that all wizards should get blowback on their spells. Because you need to take the wizard down about another three notches after 4e to get it to the level of the fighters you want. Basically you need to either make wizard spells take a long time to cast (so utterly non-viable in combat) or always come with blowback a la WHFRP (2e or 3e) or DCC.
We want fighters to be martial, not be limited by a source,
I say potato you say potato. Martial isn't "limited by a source". It's a description.