D&D 4E Are powers samey?

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A 5e Battlemaster fighter at level 3 has:

At Will: Duelist Fighting Style Attack
Str or Dex vs AC
Requirement: 1 Handed Weapon and no weapon in the other hand
1W+mod+2 damage

At Will: Help
Effect: Ally gains advantage

At Will: Push Attack
Str or Dex vs AC
Effect: You push the enemy 1 space

At Will: Prone Attack
Str vs Fort
Effect: You prone the enemy

At Will: Grapple
Str vs Fort or Reflex
Effect: You grapple the enemy

Utility Encounter: 2nd Wind
Effect: Heal 1d10+fighter level hp

Utility Encounter: Action Surge
Effect: Gain an extra action

Encounter: BattleMaster Manuever 1 - *Reliable
Str or dex vs AC
2W+mod+2 + prone (save to avoid)

Encounter: BattleMaster Manuever 2 - *Reliable
Str or dex vs AC
2W+mod+2 + prone (save to avoid)

Encounter: BattleMaster Manuever 3 - *Reliable
Str or dex vs AC
2W+mod+2 + prone (save to avoid)

Encounter: BattleMaster Manuever 4 - *Reliable
Str or dex vs AC
2W+mod+2 + prone (save to avoid)

That's 5 at will's and 4 encounter powers and 2 utility powers by 3rd level.

In 4e you would have 2 at wills, 2 encounters, 1 daily and 1 utility by level 3. (and 1 additional at will power for marking I suppose)

I think 5e's natural language hides a lot of 4e style options that become readily apparent when put side by side in 4e's presentation.
It does but 4e stuff isnt always that front and center either
Do we count the 4e skill functions or charge and bull rush or the help action which also gives advantage or I can give an ally an extra save pr allow them to do their second wind with a healing check and similar I can go with acrobatics particularly with the ranger foundation and be doing a damage reduction on falling too. In fact I can take training in the arcana skill via a quirkie background and do some magic sensing at-will if I want.
 

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It does but 4e stuff isnt always that front and center either
Do we count the 4e skill functions or charge and bull rush or the help action which also gives advantage or I can give an ally an extra save pr allow them to do their second wind with a healing check and similar I can go with acrobatics particularly with the ranger foundation and be doing a damage reduction on falling too. In fact I can take training in the arcana skill via a quirkie background and do some magic sensing at-will if I want.

I left out 5e dash, dodge and disengage. I'd avoid the skill stuff because 5e skills allow you to do stuff mid combat too...
 


I left out 5e dash, dodge and disengage. I'd avoid the skill stuff because 5e skills allow you to do stuff mid combat too...
Explicitly defined things like the 4e acrobatics base function that reduces damage from falling seem noticeably lacking.
 


Medicine with its Stabilizing a dying companion or Diagnose seems small compared to the function for instance of the 4e Heal skill.

Skills are bigger in 4e in my opinion.
 

Any DM I know is going to let you use acrobatics to help reduce falling damage.
And I asked DMs on here if I could use my acrobatics to try and help a falling ally I am not even certain they would have allowed me to do it for myself based on some of the responses about DCs nearly impossible was one answer another had it pretty easy because he envisioned the attempt much earlier in the timing..... no other difference really but DM perceptions goes from nearly impossible to easy.
 

Because charge is behind a feat paywall in 5e and an atwill for anyone who has the guts for it in 4e LOL.

I think you are missing the point though. Nearly every type of effect you could have in a 4e fighter can be had in a 5e one. Some effects might be greater, some less. Some might not get coupled with damage the same way. But nearly every effect is there.
 

Heal 4e
Heal is linked to Wisdom.
You know how to help someone recover from wounds or debilitating conditions, including disease.
First Aid
Make a Heal check to administer first aid.
  • First Aid: Standard action.
    • DC: Varies depending on the task you’re attempting.
    • Use Second Wind: Make a DC 10 Heal check to allow an adjacent character to use his or her second wind without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind.
    • Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized.
    • Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn.

Treat Disease
Make a Heal check to treat a character suffering from a disease. Chapter 3 of the Dungeon Master’s Guide has more information about disease.
  • Treat Disease: Part of the diseased character’s extended rest. You must attend the character periodically throughout the extended rest, and you make your Heal check when the rest ends.
    • Replaces Endurance: Your Heal check result determines the disease’s effects if the result is higher than the diseased character’s Endurance check result.
 

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