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?
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Manbearcat If you ask a yes or no question, you may get a one word answer. That's not a quip, it's what you asked for. Frankly, I wish people would respond that way sometimes when I ask such questions, rather than going off on tangents (this is a wizard thread after all, or it was whenI started posting in it). Could I provide counterexamples and discuss the issue further...[see below]
I didn't ask a yes or no question. What I wanted was an examination of those two builds and a corresponding analysis of the questions (as above):
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?
One emergent output of that examination and reasoning would be the answer to the questions; Do you see "sameness" there and do you see "more sameness" than ever before in D&D?
Now, in the 4e blocks above, I didn't see trained skills (which I thought should be there; am I missing something?).
I didn't include any skills or any non-combat customization (no non-combat skill powers, no rituals, no martial practices, no theme, no background) as none of those are intrinsic to the classes. I can very easily turn either of the above fighters into a highly thematic, highly developed non-combat character but I would be leveraging resources that are class-neutral (or I would be spending class utility slots - which I can of course do). Your contention was that 4e classes had a level of "sameness" to them that is proportionately greater to their historical analogs. I was disputing that. As such, bringing in extra-class customization in order to "prove" intra-class variance would not just be counterproductive, it would be outside of the scope of the premise and would tell us nothing about whether or not the premise has merit. I could take the Tempest above and give them:
Background: Gang Leader (+ 2 Intimidate and Streetwise)
Skills: Athletics, Intimidate, Streetwise, Insight (Human), Stealth (Multiclass Rogue)
Skill Power: Secrets of the City in place of the 2nd level Utility which would allow the character to make Streetwise checks for Arcana, History, Intelligence, or Religion check in a settlement in which they’ve already succeeded on a Streetwise check.
Theme: Outlaw and gain a melee attack rider, a specific terrain/locale where the character can't be tracked and ignores difficult terrain, and + 2 to Intimidate/Streetwise.
A few levels later I could spend a Feat on Martial Practices and get all manner of tricks from Forgeries to Alter Egos and on and on.
I could have included those things and could change different aspects of the character around...but that would reveal nothing about the question of cross-class "sameness" or intra-class "sameness."
[sblock]
"Tank"
Fighter 3
HP: 3d10+6 (27 hp)
AC: 19 (+1 Dex, +8 armor)
Attacks: Greatsword +6 (2d6+3; 19-20, x2), or +3 (2d6+9; 19-20, x2)
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Feats: Cleave, Diehard, Endurance, Improved Bull Rush, Power Attack
Skills: Climb +3, Intimidate +5, Jump +3
Items: MW Full plate, +1 Greatsword
"Swashbuckler"
Human Fighter (
Thug) 3
HP: 3d10 (21 hp)
AC: 16 (+2 Dex, +3 armor, +1 shield)
Attacks: Rapier +6 (1d6+1; 18-20, x2), or +3 (1d6+1; 18-20, x2; +3 AC)
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 12, Dex 14, Con 10, Int 13, Wis 8, Cha 15
Skills: Bluff +10, Climb +4, Gather Info +6, Handle Animal +4, Intimidate +10, Jump +4, Knowledge (Local) +4, Ride +4, Sleight of Hand +10, Swim +4
Feats: Combat Expertise, Persuasive, Run, Weapon Finesse
Items: MW Studded Leather, MW Buckler, MW Rapier, Longbow, 100 arrows, Hat of Disguise[/sblock]
Examining these two guys, the only thing Fighter-specific about them is two combat feats. As an aside, I think you gave him 1 too many feats (1 for 1st level, 1 for human, 2 for fighter). Probably should chuck Improved Bull Rush out of the mix because at level 6 it will be quite worthless for the duration of the character. Presumably the Fighter-specific thing about the first build that differentiates him and thus reduces the "sameness", through 3 levels are the two feats:
1) Power Attack
2) Cleave
Presumably the Fighter-specific thing about the second build that differentiates him and thus reduces the "sameness", through 3 levels are the two feats:
1) Combat Expertise
2) Weapon Finesse
Everything else is just standard build mechanics inherent to all classes; BAB advancement, save advancement, HP, skill points, armor and weapon proficiencies. For the fighter, you have # 1 proficiences, BAB and HPs...however, he shares these with tons of classes so they don't make him special. He does have wretched saves (the worst possible, unlike in AD&D where he was the best) and wretched skills/advancement. Bonus Feats and Weapon Spec is pretty much what separates him.
So, the unique thing about the first guy is trading up to 3 BAB for corresponding damage and a free MBA rider on an adjacent enemy when he reduces an enemy to 0.
The unique thing about the second guy is trading up to 3 BAB for corresponding AC and Dex to hit on melee attacks.
Compare that to the Tempest build who has:
1) The passive and active At-Will ability to dictate target acquisition for enemies and punish them brutally (either in to hit or in damage-in to them) if they ignore the Fighter.
2) Active Tactical mobility that can be deployed At-Will or a big time encounter one.
3) The Active At-Will ability to chase down an enemy on the battlefield and punish him with an MBA + prone if he attempts to ignore the Tempest.
4) Passive At-Will riders to control enemy positioning and improve their own.
5) Active At-Will AoE control of all adjacent enemies (marking) which synergizes with 2 above.
6) Active At-Will and Encounter Multi-Attack Options that let them move, do damage to, and control (marking) multiple enemies around the battlefield.
7) A set of synergistic At-Will and Encounter powers (and a Daily) that lets them get CA and then deploy Striker-level damage abilities (that give Dex + 1 damage).
8) The Tempest class features that buffs their combat style.
All told: Huge tactical mobility, the ability to utterly dictate target acquisition, the ability to utterly lock down multiple enemies all over the battlefield, the ability to dictate battlefield positioning, the ability to deploy striker level damage.
Compare that to the Berserker build who has:
1) The passive and active At-Will ability to dictate target acquisition for enemies and punish them brutally (either in to hit or in damage-in to them) if they ignore the Fighter.
2) The passive At-Will ability to stop adjacent enemies from moving completely. If you're an adjacent enemy, you're stuck there or you're going to spend all of your action economy (and eat an MBA to boot) to get away.
3) At-Will riders that improve survivability dramatically (DR + Temp HPs) and control enemy positioning and improve their own.
4) An active Encounter ability to improve survivability dramatically against a single target or multiple flanking enemies (+ 2 AC/Ref and no CA for flanking).
5) A suite of active immediate actions to further interpose themselves between enemies and allies or outright negate attacks, dictate battlefield position and damage enemies.
6) A large damage/large control/invigorating Daily to deploy in big situations.
7) The Vigor/Invigorate class features that basically gives them temp HPs every round, improving their survivability dramatically.
All told: Massive survivability, the ability to utterly dictate target acquisition, the ability to passively lock anything adjacent down until it is dead, the ability to dictate battlefield positioning, the ability to deploy a suite of protection (self and allies) immediate actions that nullifies an enemy's attacks while simultaneously punishing them.
That was the analysis I was looking for. The only logical conclusion is that there is no sameness there...even within different builds within the same class. The way those two builds work out within the fiction resemble each other in only one fundamental, default way; they each share 1 above. The difference between the classes is infinitely more profound than the above. I can make them even further apart by diversifying them by way of their feats, utility powers, backgrounds, themes (as I did at the top). However, again, that tells us nothing of "class sameness".