what's next, let me guess... it's also inconsistent to dislike 4e and like 5e because they both use d20...
I haven't heard anyone say they reject a version of D&D for using a d20. If someone were to, yes, it would be glaringly inconsistent of them.
It's not being resolved because instead of addressing the differences in the mechanics... you dismiss
I'm not dismissing anything. It's just that every 'difference' you've come up with turns out to be present in both cases.
How about actually addressing any of the actual differences in the mechanics?
Have done, every one of them:
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Tony Vargas said:
And here plain as day is the biggest difference between the two implementations of maneuvers in the systems... one is a set of one-use abilities while the other is a pool of "uses" to fuel maneuvers... One lines up pretty seamlessly with the fiction of drawing on a trained reserve to accomplish special fighting moves... while the other one seems to imply the same fiction but the modelling seems off. You want to call it a game issue fine, whatever but it certainly caused a certain level of dissonance in verisimilitude for my group when we tried to give 4e a chance.
So, the fact that a 4e fighter can't trade in his higher-level encounter encounter - or more 'exhausting' daily - for an extra use of his lower-level encounter, even though all are tied to stamina-related recovery, is 'dissonant' enough to wreck the game for you? But, the fact that the battlemaster can't trade in his Action Surge or Second Wind for more CS dice, even though all three have stamina-related explanations and relate back to stamina-related recovery, is in no way troubling? No 'dissonance' there?
Why would one be able to trade in Action Surge or Second Wind (which states specifically that this is a limited well of stamina that does one specific thing) for more combat superiority dice... they are different abilities which I assume require not just stamina but also different training...
Each 4e exploit presumably would have required different training, too. Likewise, battlemaster maneuvers would also presumably each require different training. If you object to the 4e fighter not having his encounter-recharge powers 'pooled,' why is it OK for the 5e fighters' stamina-and-training-based features to be silo'd?
Obviously, that's inconsistent.
this is further backed up by the fact that anyone can learn maneuvers and gain superiority dice through a feat... but one cannot learn action surge or second wind in the same way...
They'd have to MC to get those abilities. Again, not terribly different in the fiction. But that just points to them being more remarkable reserves of stamina - the kind you might trade for multiple CS dice, if this were about verisimilitude.
As an example to further clarify the point I am making here... cycling increases your overall stamina but you can't decide to trade in your cycling stamina and expect to run a marathon without ever having jogged. You need further training and building up your stamina within the realm of running to specifically do that... while they both require stamina they are two different things.
I'm fine with that. It's the kind of things 4vengers said when confronted with being too 'tired' to do one exploit, but still able to do another.
On the other hand 4e tells me that two abilities that are supposed to be the same type somehow have specific, finite, individual reserves of stamina
They have the same recharge mechanism. That's the only verisimilitude or in-fiction sense in which they're the same 'type.' Action Surge, CS Dice, and Second Wind are all short-or-long-rest recharge. Fighters had encounter powers that restored hps for them, too - that'd be pretty different from, say, Come & Get It. So they don't draw on the same reserve or same training. Just like Action Surge and Second Wind don't in 5e.
Every 'difference' you dream up turns out to be present in both cases in one form or another.
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In contrast, Remathilis resolves one inconsistency, by bringing it into a larger context.
First off, the EK is not the default mode the fighter runs in. Of the three fighter archetypes, it's the most radical departure from the stock model. If I want my fighter to cast spells, I have to opt in to it.
Of course, that's only half the resolution, the other being that fighters don't actually cast spells in both cases, only in the case of the EK. :shrug:
I do find it more than a little ironic that I am being told by [MENTION=22779]Hussar[/MENTION] and [MENTION=996]Tony Vargas[/MENTION] that the 5e Battlemaster maneuvers and 4e martial powers are the same... but in the same thread at least one of them is arguing that the 4e powers are all somehow totally different from each other...

say what now??
The aspects of the mechanics in question (limited use representing 'stamina' in the 5e battlemaster and 4e Weaponmaster abilities in question (individual encounter exploits vs maneuvers, actions surge & second wind, yet that stamina being somehow silo'd) are, indeed, very similar, both in general mechanics and how those mechanics relate to the fiction. As has been demonstrated, above.
While it's an entirely different case (comparing things within an edition, instead of accross eds), 4e powers from different classes are, of course, quite different from eachother. No class actually shared the same power with another (unlike all other editions, where two or more casters may have some the exact same spells in their lists). Some have /very/ similar effects to the point that it might have been more efficient to list powers by Source rather than Class, but different sources have /very/ different powers.
Look at 'fighters cast spells.' It's factually false, because spells, in 4e, are arcane powers, and fighters get none. But, what it's /trying/ to say is that presenting completely different abilities in the same format makes them the same. That's what you just claimed, and it is also factually false. We'll compare exploits and spells to illustrate that falsehood:
[sblock]Open up your 4e PH1, and look through the at-will, encounter, and daily attack powers of all 4 martial classes:
You will find that:
None of those powers use implements, virtually all use weapons.
None of them are Area attacks, most are melee or ranged.
None of them do typed damage.
Those that are close attacks target 'enemies you can see.'
All use either STR or DEX.
Some dailies are 'reliable.'
No exploit creates a zone.
Now, repeat the process with actual spells from the two Arcane classes presented:
You will find that:
Virtually all use implements
Very few are Melee range, none Melee Weapon*, and many are Area attacks
Many do typed damage
Close attacks target 'all creatures' or 'enemies' in the area, rather than only enemies 'you can see.'
All use either INT, CHA, or CON.
Some create zones.
None are 'reliable.'
Even were you to strip the powers of their names, class, level, fluff text and source keywords, it would be readily apparent which are spells and which are exploits.
*[sblock]If you look at Paragon Path powers, as well, you /will/ find a power or two that uses the weapon keyword, in the Wizard of the Spiral Tower, a paragon fighter/magic-user stand in that uses weapons. Of course, they're also not class attack powers.[/sblock]
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