I like the sound of that. I disagree with the idea that an enemy can't fall for the same 'stunt' twice in one encounter, but it's probably as good of a justification for anything short of at-will powers as there is. It's certainly better than the "I've been exercising for five minutes, now I remember all my special maneuvers'.ZombieRoboNinja said:1. When they said Bo9S was a "significant preview" of 4e, they weren't kidding - the 4e maneuvers were specifically designed to playtest proposed 4e mechanics. At that point, the design team was toying with treating stunts as a hand of cards, complete with random-draw, discard and re-draw mechanics (as we saw in Bo9S). The three Bo9S classes were different experiments with that system.
2. HOWEVER, they decided that this game-within-a-game was too much, so they cut out most of those "hand"-management aspects for the 4e fighter.
3. The official justification for per-encounter "stunts" is that the enemy won't fall for the same stunt twice in the same encounter. The idea of fighters having an "inner reserve of energy" that gets exhausted is specifically denied. As the book states it (and I'm paraphrasing from memory), you get to use each of the stunts you know a maximum of once per encounter.
Don't like the sound of 'stunts', though. Seems a bit silly, in my opinion. It evokes images of a guy running up a wall and flipping backwards off of it while delivering a strike. I'd rather they call them something like 'techniques' or even 'maneuvers' still. Sounds a bit more serious and master-of-combat-ish.
That's just a minor naggle, though, since I can easily just call 'em 'techniques' in my game. I like the rest of the stuff.