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4e needs a Definitive Guide
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6368100" data-attributes="member: 1165"><p>The fighter and knight cover the same role, only the knight is simpler. So it's reasonable to say you don't need a knight since the role of martial defender is already occupied. Of course, if you just want a simpler PC...</p><p></p><p>The slayer, by contrast, is a martial brute striker. I'm not sure if there's any other class like it. (The barbarian is pretty similar, but it has daily powers, "primal" powers and is more complex.) It's nothing like the fighter except the flavor text. Part of the problem is the term "fighter" is too generic to define a class. Frankly a ranger who uses a bow and never uses his Nature skill could be described as a "fighter" or "archer" and never use the term ranger, but the mechanics are different enough that he needs to use a class beside the "fighter".</p><p></p><p></p><p></p><p>They cover different roles, although there's a lot of flavor similarity between a pair of heavily-armored melee divine PCs. A more important question is "should I play a warpriest or a Strength cleric?" since they cover the same territory, and even have about the same amount of complexity.</p><p></p><p></p><p></p><p>The difference between the wizard and mage is minimal. Basically give up implement abilities (cool) for school abilities (cool). Personally I think the wizard is slightly more powerful, only because you're not encouraged to stick to the same category of spells so you can attack all defense types. (An Enchanter will probably take mostly Enchantment Will-targeting powers, because school benefits do not apply to, say, Fort-defense-attacking Stinking Cloud. That sucks when you go up against a beholder. Useful advice would be to remind the player to diversify a bit. The Enchanter doesn't <em>force</em> you to be a one-trick pony, it just encourages it.)</p><p></p><p>IMO the wizard's best features are its powers (along with the invoker). This is partly because it's difficult to design good controller <em>class</em> features. As the wizard and mage have the same powers, you're stuck between choosing what amounts to a decent utility power or an all-the-time bonuses to a small group of powers.</p><p></p><p></p><p></p><p>I've not actually played a mage. I'm currently playing a wizard though. In the game I'm running, we had a mage for a couple of sessions (before he got beaten to death in a flank attack) and I think the lack of rituals was telling... but there's nothing preventing a mage from taking that feat. He certainly wasn't weaker in a combat situation, it's just that the PCs were conducting a sabotage campaign.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6368100, member: 1165"] The fighter and knight cover the same role, only the knight is simpler. So it's reasonable to say you don't need a knight since the role of martial defender is already occupied. Of course, if you just want a simpler PC... The slayer, by contrast, is a martial brute striker. I'm not sure if there's any other class like it. (The barbarian is pretty similar, but it has daily powers, "primal" powers and is more complex.) It's nothing like the fighter except the flavor text. Part of the problem is the term "fighter" is too generic to define a class. Frankly a ranger who uses a bow and never uses his Nature skill could be described as a "fighter" or "archer" and never use the term ranger, but the mechanics are different enough that he needs to use a class beside the "fighter". They cover different roles, although there's a lot of flavor similarity between a pair of heavily-armored melee divine PCs. A more important question is "should I play a warpriest or a Strength cleric?" since they cover the same territory, and even have about the same amount of complexity. The difference between the wizard and mage is minimal. Basically give up implement abilities (cool) for school abilities (cool). Personally I think the wizard is slightly more powerful, only because you're not encouraged to stick to the same category of spells so you can attack all defense types. (An Enchanter will probably take mostly Enchantment Will-targeting powers, because school benefits do not apply to, say, Fort-defense-attacking Stinking Cloud. That sucks when you go up against a beholder. Useful advice would be to remind the player to diversify a bit. The Enchanter doesn't [i]force[/i] you to be a one-trick pony, it just encourages it.) IMO the wizard's best features are its powers (along with the invoker). This is partly because it's difficult to design good controller [i]class[/i] features. As the wizard and mage have the same powers, you're stuck between choosing what amounts to a decent utility power or an all-the-time bonuses to a small group of powers. I've not actually played a mage. I'm currently playing a wizard though. In the game I'm running, we had a mage for a couple of sessions (before he got beaten to death in a flank attack) and I think the lack of rituals was telling... but there's nothing preventing a mage from taking that feat. He certainly wasn't weaker in a combat situation, it's just that the PCs were conducting a sabotage campaign. [/QUOTE]
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