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02/08/13 New playtest packet to released today. [Udate: PACKAGE OUT!][
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<blockquote data-quote="n00bdragon" data-source="post: 6165539" data-attributes="member: 6689371"><p>This fighter is really disappointing. The gladiator gets to <em>attempt</em> 2-4 times per encounter to trip someone or push them 15 feet. And don't imagine you'll be using the other options. Those are the only two you'll consider. Also forget about recovering superiority dice. Waste an entire action to get another <em>attempt</em>? I can't stress how weaksauce it is that he not only has to roll to hit but has to roll <em>again </em>just to get his benny. Worse yet the dice aren't tied to a DC or anything. Why is this not a saving throw on the part of the target? It's just a random sub-system for no reason, though I guess if you want to appeal to that 1e nostalgia they are doing it perfectly in that respect.</p><p></p><p>Ways to improve the gladiator: Get rid of the superiority dice. You hit someone. You spend a superiority point. You get the effect. The end. Alternatively, make these effects much stronger and apply a DC. Dirty trick could give everyone advantage, etc.</p><p></p><p>The knight doesn't do his job and is confusing. You give all attackers disadvantage when attacking <strong>you</strong> or someone adjacent to you-- unless they attack that other person first and then switch the target to you? Let's pick this defender ability apart really because there's a lot wrong with it. For one, it only protects people standing next to you, not the rogue on the other side of the monster. Furthermore, aside from disadvantage (which you can only impose once a round with your single reaction) there's no real impetus to actually engage the fighter. What the monsters want to do is attack people who are away from the fighter. This is similar but very distinct. Next, Knight's Demand is awful. You waste an entire turn to force a save based on your Charisma (of all the stats) which if and only if it is failed the target will suffer something resembling a vanilla 4e mark with no riders attached. It's worth noting that the night's charisma check bonus die doesn't add to this. Why not? The DC is totally weaksauce as it is. It's not until level freakin' 15 you get reactionary attacks. This actually forces monsters to engage you effectively. Again though, it's still limited by the bizarre targeting of your Defender ability so no protecting your flanking buddies.</p><p></p><p>The path of the warrior just sucks. I guess if you have a boner for super simple fighters with no options this is your man.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 6165539, member: 6689371"] This fighter is really disappointing. The gladiator gets to [I]attempt[/I] 2-4 times per encounter to trip someone or push them 15 feet. And don't imagine you'll be using the other options. Those are the only two you'll consider. Also forget about recovering superiority dice. Waste an entire action to get another [I]attempt[/I]? I can't stress how weaksauce it is that he not only has to roll to hit but has to roll [I]again [/I]just to get his benny. Worse yet the dice aren't tied to a DC or anything. Why is this not a saving throw on the part of the target? It's just a random sub-system for no reason, though I guess if you want to appeal to that 1e nostalgia they are doing it perfectly in that respect. Ways to improve the gladiator: Get rid of the superiority dice. You hit someone. You spend a superiority point. You get the effect. The end. Alternatively, make these effects much stronger and apply a DC. Dirty trick could give everyone advantage, etc. The knight doesn't do his job and is confusing. You give all attackers disadvantage when attacking [B]you[/B] or someone adjacent to you-- unless they attack that other person first and then switch the target to you? Let's pick this defender ability apart really because there's a lot wrong with it. For one, it only protects people standing next to you, not the rogue on the other side of the monster. Furthermore, aside from disadvantage (which you can only impose once a round with your single reaction) there's no real impetus to actually engage the fighter. What the monsters want to do is attack people who are away from the fighter. This is similar but very distinct. Next, Knight's Demand is awful. You waste an entire turn to force a save based on your Charisma (of all the stats) which if and only if it is failed the target will suffer something resembling a vanilla 4e mark with no riders attached. It's worth noting that the night's charisma check bonus die doesn't add to this. Why not? The DC is totally weaksauce as it is. It's not until level freakin' 15 you get reactionary attacks. This actually forces monsters to engage you effectively. Again though, it's still limited by the bizarre targeting of your Defender ability so no protecting your flanking buddies. The path of the warrior just sucks. I guess if you have a boner for super simple fighters with no options this is your man. [/QUOTE]
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