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Ahnehnois
Here are two different Fighters (I'm not even going to bring in a Wizard, Rogue, or Cleric at this point) through level 3 (spoiling them for space and so people who don't care can move on). Standard array for both. I'm just using human for both (+ 2 to one attribute, + 1 feat, + 1 to Fort, Ref, Will). Attribute bonus goes in their secondary (Dex and Con respectively). 1) What are each of these characters built for/what are they good at and 2) what is going to be the tactical modus operandi for each of these characters? This is within a single class. Do you see "sameness" there? And do you see "more sameness" than ever before in D&D?
This is not much reading compared to the entirety of the core books (which, in spite of that considerable material, you were able to read, absorb, comprehend and make extrapolations from which you are clearly comfortable with) so I'm hoping that this isn't too much trouble to read, absorb, comprehend and make extrapolations from. Here is a small jargon key for your reference:
OA = opportunity attack or attack of opportunity in 3.x
Shift = 5 ft step in 3.x; eg no OA.
Slide 1 = move the enemy 1 square in any direction.
Invigorating Keyword = temporary HP equal to Con.
Immediate Interrupt = your action ocurrs immediately before the action that triggers it.
Immediate Reaction = your action ocurrs immediately after the action that triggers it.
Build 1:
[sblock]Courtesy of WotC 4e D&D
Level 3 Human Tempest Fighter
Str 16
Con 13
Dex 16
Int 11
Wis 12
Cha 10
Initiative + 4
HPs 40
Healing Surges/value 10/10
AC 18
Fortitude 15
Reflex 16
Will 13
Speed 6
Negative to physical checks/skills - 1
Short Swords * 2; + 9 to hit/1d6 + 6
Hide Armor + 3 AC
Features
Combat Agility - Provoked OAs let you shift your Dex mod to any square adjacent and attack (MBA) + prone rider.
Combat Challenge - When you attack (hit or miss) an enemy, you mark them; - 2 to hit anyone but you and if they attack anyone but you or shift, you get an OA on them.
Tempest Technique - 2WF feat (+ 1 AC and Ref). When wielding offhand weapons (short sword, handaxe, double sword) and light armor of chainmail (you'll be wearing Leather or Hide with this build and using your Dex), you get + 1 to hit and + 2 to damage.
Feats
Light Blade Expertise: + 1 to hit/tier and + 1 damage/tier when you have combat advantage.
Deadly Draw: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
Two-Weapon Fighting: + 1 damage.
At-Wills
Dual Strike
You lash out quickly and follow up faster, delivering two small wounds.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Primary Target: One creature
Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] damage.
Effect: Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 1[W] damage.
Footwork Lure
You press the attack, engaging your enemy before falling back and drawing him after you.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
Threatening Rush
You storm into the midst of your foes, ensuring that their attacks are directed against you.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and you mark each enemy adjacent to you until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Encounters
Funneling Flurry
With snakelike strikes, you force two of your enemies to move where you want them.
Encounter Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Targets: Two creatures
Attack: Strength vs. AC (main weapon and off-hand weapon), one attack per target
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square.
Sudden Sprint
You put on a burst of speed as you launch yourself toward a foe.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Athletics.
Effect: You move a number of squares up to your Dexterity modifier to a square adjacent to an enemy.
Rain of Blows
You become a blur of motion, raining a series of blows upon your opponent.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. Make the attack twice against the target.
Hit: 1[W] damage.
Weapon: If you’re wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Daily
Tempest Dance
You lunge from enemy to enemy, giving each a taste of your weapon as you pass.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you have combat advantage against the target, the attack deals extra damage equal to your Dexterity modifier.
Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.[/sblock]
Build 2:
[sblock]Courtesy of WotC 4e D&D
Level 3 Human Berserker Fighter
Str 16
Con 16
Dex 12
Int 11
Wis 13
Cha 10
Initiative + 4
HPs 43
Healing Surges/value 12/10
AC 19
Fortitude 17
Reflex 15
Will 12
Speed 5
Negative to physical checks/skills - 3
Battle Axe; + 7 to hit/1d10 + 6
Chain Mail Armor + 3 AC
Heavy Shield
Features
Combat Challenge - When you attack (hit or miss) an enemy, you mark them; - 2 to hit anyone but you and if they attack anyone but you or shift, you get an OA against them.
Combat Superiority - Wisdom bonus to attack rolls of OAs and an an enemy hit by an OA stops moving and loses the move action.
Battlerager Vigor - Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved. If you use an attack power with invigorating keyword and you miss, you still gain Con temporary hit points. Finally, when wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks (+ 2 with axe, a hammer, a mace, or a pick) whenever you have temporary hit points.
Feats
Improved Vigor: You gain a +1 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 2 at 11th level and 3 at 21st level.
Shield Defense: When you hit with a power that requires a shield, you gain a +1 bonus to AC and Reflex until the end of your next turn or until you stop using the shield.
Axe Expertise: + 1 to hit/tier and you can reroll one damage roll that results in a 1.
At-Wills
Resolute Shield
As you slash into your foe, you pull your shield into a defensive position between the two of you, guaranteeing that it absorbs at least some of your enemy’s attack.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain resist equal to your Constitution modifier against the target’s attacks until the end of your next turn.
Tide of Iron
After each swing, you use your shield to shove your foe backward, and then you surge ahead.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can push the target 1 square if it is no larger than one size category larger than you. You can then shift 1 square into the space that the target left.
Crushing Surge
The feel of your weapon crunching against the enemy puts your heart back in the fight.
At-Will Invigorating, Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Encounters
Shield Riposte
Sweeping an attack aside, you strike with your shield while your foe is out of position.
Encounter Martial
Immediate Reaction Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits or misses you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Hit: 1d10 + Strength modifier damage, and you push the target 1 square. You then shift 2 squares to a square adjacent to the target.
Shielded Sides
You whirl with your shield, concentrating on closing any holes in your defenses.
Encounter Martial
Minor Action Personal
Requirement: You must be using a shield.
Effect: Until the end of your next turn, you gain a +2 power bonus to AC and Reflex and do not grant combat advantage to creatures flanking you.
Shield Edge Block
You block your foe’s attack with a quick slam of your shield’s edge, striking a powerful blow in the process.
Encounter Martial
Immediate Interrupt Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits or misses you with a close or a melee attack
Target: The triggering enemy
Effect: The target takes a –4 penalty to the attack roll.
Attack: Strength + 2 vs. Fortitude
Hit: 2d6 + Strength modifier damage.
Daily
Knee Breaker
By smashing into your opponent’s legs, you make even the thought of moving painful for him.
Daily Invigorating, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Weapon: If you’re wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier.
Miss: Half damage, and the target is not slowed or immobilized.[/sblock]