med stud said:Why would they feel they were using magic? The only way a Martial hero's player would feel like he is using "magic by another name" is if the player is far too ingrained in D&D thinking. A fighter using Tide of Iron doesn't feel like "gee, this is magical!" Same thing with the rogue, etc.
If you do about the same damage, use about the same resources, have about the same general options...if it quacks like a duck...
If the power sources don't produce *meaningful* mechanical differences, there's tremendous sameness. The old methods of distinguishing characters - variable power curves over levels, variable resource management, diversity vs. depth - don't apply in 4e. Everyone has the same BAb, the same saves, the same number of powers/level, the same power management issues, and so on. A warlord can heal as well as a cleric. Rogues, rangers, and warlocks are all Strikers. The distinction between a magic missile and a crossbow bolt is now solely one of ammunition, and who the hell has EVER run out of ammo in Actual Play?
So, yeah, I'd like a more powerful dispel magic, so that Martial heroes feel they're really doing something *different* than their divine and arcane counterparts. Magic should be unreliable, fickle, mysterious -- or at least be a resource which can be removed or shut down more easily than the training/skill which are the basis of a Martial heroes powers. (The use of PE/D 'Martial' abilities REALLY makes them feel like spells; the more that can be done to diffirentiate true spells from 'martial exploits', the better.)