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Essentials classes question
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<blockquote data-quote="cavalier973" data-source="post: 5391152" data-attributes="member: 91595"><p>The martial classes are more streamlined; fighters and rogues have no encounter or daily powers. </p><p>In the game I'm playing, the dwarf Knight has four powers: An at-will Defender Aura (aura 1, enemies in the aura take a -2 penalty to attacks against anyone other than the Knight; this is in lieu of marking enemies), an at-will Battle Guardian effect (the Knight gets an opportunity attack against enemies in his aura that either shift or attack an ally of the Knight; if he misses, the enemy still takes damage equal to the Knight's Strength modifier), an at-will "Defend the Line" stance (The Knight slows an enemy that he hits when this stance is active), and an at-will "Cleaving Assault" stance (the Knight does damage to an adjacent enemy other than the one he hit, equal to his CON modifier).</p><p> </p><p>The halfling thief in this game has two "tricks", which are at-will move actions. The first allows him to move his speed, then gain combat advantage against an enemy if the enemy has no adjacent allies. The second allows him to shift two squares, then knock an enemy prone with a melee attack.</p><p> </p><p>The Cleric has two at-will faith powers, one that grants a saving throw, even if she misses the enemy, the other grants damage resistance equal to her CON modifier to herself or one ally within range. The Cleric uses WIS instead of STR to make attacks, even with her mace. She also has a couple of encounter powers and one daily power.</p><p> </p><p>The Mage is about as complicated as the PHB Wizard. The spells, being school-specific, are nice. The wizard in our game focused on enchantment, so he can use hypnosis to cause an enemy to attack one of its allies. The essentials wizard doesn't begin with the Ritual Caster feat, like the PHB Wizard does.</p></blockquote><p></p>
[QUOTE="cavalier973, post: 5391152, member: 91595"] The martial classes are more streamlined; fighters and rogues have no encounter or daily powers. In the game I'm playing, the dwarf Knight has four powers: An at-will Defender Aura (aura 1, enemies in the aura take a -2 penalty to attacks against anyone other than the Knight; this is in lieu of marking enemies), an at-will Battle Guardian effect (the Knight gets an opportunity attack against enemies in his aura that either shift or attack an ally of the Knight; if he misses, the enemy still takes damage equal to the Knight's Strength modifier), an at-will "Defend the Line" stance (The Knight slows an enemy that he hits when this stance is active), and an at-will "Cleaving Assault" stance (the Knight does damage to an adjacent enemy other than the one he hit, equal to his CON modifier). The halfling thief in this game has two "tricks", which are at-will move actions. The first allows him to move his speed, then gain combat advantage against an enemy if the enemy has no adjacent allies. The second allows him to shift two squares, then knock an enemy prone with a melee attack. The Cleric has two at-will faith powers, one that grants a saving throw, even if she misses the enemy, the other grants damage resistance equal to her CON modifier to herself or one ally within range. The Cleric uses WIS instead of STR to make attacks, even with her mace. She also has a couple of encounter powers and one daily power. The Mage is about as complicated as the PHB Wizard. The spells, being school-specific, are nice. The wizard in our game focused on enchantment, so he can use hypnosis to cause an enemy to attack one of its allies. The essentials wizard doesn't begin with the Ritual Caster feat, like the PHB Wizard does. [/QUOTE]
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