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<blockquote data-quote="Aegeri" data-source="post: 5544959" data-attributes="member: 78116"><p>I am in fact quite aware of this. It is why I point out that their weaknesses mean their advantages, like the ability to enforce a mark 1/turn do not automatically make them better than standard fighters. I just feel their weaknesses far outweigh their benefits <em>when it actually matters</em>. </p><p>I knew, the point of the whole exercise was to show the players that as the argument started about mark enforcement. I believe it was even identical to Tony and my discussion just above: About how the Knight was viewed to be better due to 1/turn mark enforcement against the Weaponmasters 1/round. We soon saw how that worked out (it didn't).</p><p>Done this already actually. Player changed the Knight into a Weaponmaster (it still feels so odd to call the original PHB fighter that) after the first adventure. Let's just say it worked a lot better - it's a shame my move to Australia curtailed that game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> (as it was just getting interesting!).</p><p>If they feel the need to pay attention to the Knight in the first place - that's the <em>real</em> trick. </p><p>You've missed the problem: Can I use my monsters with simple forced movement powers/effects correctly? If I can, then the Knight is in <em>serious</em> trouble. I know there are various ways of "forcing" a monster to deal with the aura (such as using a wall), but they have their own particular unique flaws as well (most notably exposing the character you are trying to defend to blast attacks - like the Inix tail swipe, which can normally be hard with a standard defender to incorporate into the area without moving them around first).</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5544959, member: 78116"] I am in fact quite aware of this. It is why I point out that their weaknesses mean their advantages, like the ability to enforce a mark 1/turn do not automatically make them better than standard fighters. I just feel their weaknesses far outweigh their benefits [I]when it actually matters[/I]. I knew, the point of the whole exercise was to show the players that as the argument started about mark enforcement. I believe it was even identical to Tony and my discussion just above: About how the Knight was viewed to be better due to 1/turn mark enforcement against the Weaponmasters 1/round. We soon saw how that worked out (it didn't). Done this already actually. Player changed the Knight into a Weaponmaster (it still feels so odd to call the original PHB fighter that) after the first adventure. Let's just say it worked a lot better - it's a shame my move to Australia curtailed that game :( (as it was just getting interesting!). If they feel the need to pay attention to the Knight in the first place - that's the [I]real[/I] trick. You've missed the problem: Can I use my monsters with simple forced movement powers/effects correctly? If I can, then the Knight is in [I]serious[/I] trouble. I know there are various ways of "forcing" a monster to deal with the aura (such as using a wall), but they have their own particular unique flaws as well (most notably exposing the character you are trying to defend to blast attacks - like the Inix tail swipe, which can normally be hard with a standard defender to incorporate into the area without moving them around first). [/QUOTE]
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