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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
'Advanced' 4E
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<blockquote data-quote="Cadfan" data-source="post: 4096801" data-attributes="member: 40961"><p>People keep saying this, and I keep not seeing it.</p><p></p><p>Lets look at the example characters.</p><p></p><p>Fighter: One at will power that deals damage when adjacent to multiple foes. Another which deals damage and pushes foes about. This means that even when he hasn't got any flashy per encounter or at will powers left, he can still push enemies into groups then cleave them. Plus, there's lots of room for synergy with the abilities of other characters.</p><p></p><p>Wizard: One area of effect attack, one attack that's powerful versus specific foes. Both are situational, so there's plenty of reason to vary between the two as targets become available. If the fighter helps bunch up enemies, this is especially nice.</p><p></p><p>Paladin: Can switch between defense (granting himself temp hp) and offense (doing more damage per hit). While they'll probably mostly go for more damage, in fights where things aren't going so well this will be a harder choice.</p><p></p><p>Ranger: One attack for high accuracy, one attack that lets you step away from an adjacent enemy before you fire (or just travel further than normal that round). High accuracy will undoubtedly be the default, but running away will be a lot more important in certain situations.</p><p></p><p>Cleric: You can shoot a ray that improves the accuracy of your allies' attacks against the target, or a ray that lets you grant an ally a new save (!!), or you can fight in melee. Seems fair enough to me.</p><p></p><p>Warlock: This one can attack Reflex for high damage, Will to defend itself, and Fortitude to slow her opponent. The usefulness of each attack varies depending on the saves of the target, and somewhat upon the situation. This is probably the character that most spams attacks, since the debuffs aren't that enormous once battle is joined.</p><p></p><p>Even the Rogue powers previewed had two very different At Will abilities. Deft Strike lets you spring attack or charge especially far, and Piercing Strike is especially accurate. It gives you the option of hitting then running, or of hitting with particular power.</p><p></p><p>So... It looks to ME that each character has a good selection of options. Each character has a power that they will undoubtedly spam in fights where they're not in real danger, and where they only care about maximizing damage. But a lot of them have powers to help them out when things get bad, or which help them work with their allies to do more damage overall.</p><p></p><p>I don't think things will be all that bad.</p><p></p><p>And for the record, each martial character has more diversity of choice at level 1 than most 3e martial characters have at level 10.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4096801, member: 40961"] People keep saying this, and I keep not seeing it. Lets look at the example characters. Fighter: One at will power that deals damage when adjacent to multiple foes. Another which deals damage and pushes foes about. This means that even when he hasn't got any flashy per encounter or at will powers left, he can still push enemies into groups then cleave them. Plus, there's lots of room for synergy with the abilities of other characters. Wizard: One area of effect attack, one attack that's powerful versus specific foes. Both are situational, so there's plenty of reason to vary between the two as targets become available. If the fighter helps bunch up enemies, this is especially nice. Paladin: Can switch between defense (granting himself temp hp) and offense (doing more damage per hit). While they'll probably mostly go for more damage, in fights where things aren't going so well this will be a harder choice. Ranger: One attack for high accuracy, one attack that lets you step away from an adjacent enemy before you fire (or just travel further than normal that round). High accuracy will undoubtedly be the default, but running away will be a lot more important in certain situations. Cleric: You can shoot a ray that improves the accuracy of your allies' attacks against the target, or a ray that lets you grant an ally a new save (!!), or you can fight in melee. Seems fair enough to me. Warlock: This one can attack Reflex for high damage, Will to defend itself, and Fortitude to slow her opponent. The usefulness of each attack varies depending on the saves of the target, and somewhat upon the situation. This is probably the character that most spams attacks, since the debuffs aren't that enormous once battle is joined. Even the Rogue powers previewed had two very different At Will abilities. Deft Strike lets you spring attack or charge especially far, and Piercing Strike is especially accurate. It gives you the option of hitting then running, or of hitting with particular power. So... It looks to ME that each character has a good selection of options. Each character has a power that they will undoubtedly spam in fights where they're not in real danger, and where they only care about maximizing damage. But a lot of them have powers to help them out when things get bad, or which help them work with their allies to do more damage overall. I don't think things will be all that bad. And for the record, each martial character has more diversity of choice at level 1 than most 3e martial characters have at level 10. [/QUOTE]
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