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Essentials: why the hate?
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<blockquote data-quote="Neonchameleon" data-source="post: 5716563" data-attributes="member: 87792"><p>Brawlers are all about fun options <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> They aren't powerful, but are great fun.</p><p> </p><p></p><p> </p><p>Thus doing exactly what the Hammer Hands stance does for a Knight.</p><p> </p><p></p><p> </p><p>Tumbling Trick (At Will) - when you hit with your MBA you get to do Str-mod damage to another adjacent target. (I may mean Thug's Trick). There's your multi-attack; the thief's version of Cleave. (And that's why I don't like your damage thresholds for minions rule - it makes powers like this useless while doing almost nothing about the wizard AoEs that drive armies off the battlefield).</p><p> </p><p>As for a thief's special tricks off the top of my head:</p><p> </p><p>Acrobat's Trick: You get a climb speed.</p><p>Unbalancing Trick: Knock a foe prone in melee.</p><p>Thug's Trick (I think): pin a foe down; OA if they try to shift out of your flank.</p><p>Sneak's Trick: Hide easily.</p><p>Escape artist's trick: move out of cover, attack, and leap back into it and into hiding.</p><p> </p><p>Tactical Trick is the thief's most obvious trick but especially for a melee thief is simply a baseline level of performance. It's what you use when you can't set up a better trick. (Ambush trick is weaker and feinting trick is just a waste).</p><p> </p><p></p><p> </p><p>Knights don't get the nova. But as for denying the GM's plans, Combat Challenge is an Immediate Action, Battle Guardian is an Opportunity Action. Which means that a Knight can get Battle Guardian off against a dozen different foes (or against a Beholder every time a PC gets to act and the beholder zaps with an eye ray at the start of the turn - that gets ugly fast). And because they get replacements rather than dailies, knights are still good over a five or six encounter day when the fighters have run out of steam.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5716563, member: 87792"] Brawlers are all about fun options :) They aren't powerful, but are great fun. Thus doing exactly what the Hammer Hands stance does for a Knight. Tumbling Trick (At Will) - when you hit with your MBA you get to do Str-mod damage to another adjacent target. (I may mean Thug's Trick). There's your multi-attack; the thief's version of Cleave. (And that's why I don't like your damage thresholds for minions rule - it makes powers like this useless while doing almost nothing about the wizard AoEs that drive armies off the battlefield). As for a thief's special tricks off the top of my head: Acrobat's Trick: You get a climb speed. Unbalancing Trick: Knock a foe prone in melee. Thug's Trick (I think): pin a foe down; OA if they try to shift out of your flank. Sneak's Trick: Hide easily. Escape artist's trick: move out of cover, attack, and leap back into it and into hiding. Tactical Trick is the thief's most obvious trick but especially for a melee thief is simply a baseline level of performance. It's what you use when you can't set up a better trick. (Ambush trick is weaker and feinting trick is just a waste). Knights don't get the nova. But as for denying the GM's plans, Combat Challenge is an Immediate Action, Battle Guardian is an Opportunity Action. Which means that a Knight can get Battle Guardian off against a dozen different foes (or against a Beholder every time a PC gets to act and the beholder zaps with an eye ray at the start of the turn - that gets ugly fast). And because they get replacements rather than dailies, knights are still good over a five or six encounter day when the fighters have run out of steam. [/QUOTE]
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