In this case you're talking about an edge case situation I have literally never seen come up in play. To fireball from across the room the fighter needs to spend a couple of feats and be working off the wrong stat. Yes you can make a character that will do this at a significant effectiveness cost to being a fighter - but this is a significantly more arcane question than "With the fabricate spell why is the world's economy going?" And I don't see anything terribly wrong with a fighter marking with a javelin if he's coming in to follow it up (which is the main ranged weapon 4e fighters use with the throwing axe in second place) as he wants to follow it in. This is a case of "Don't sweat the small stuff".
Should it be restricted to melee and close attacks? Perhaps. Is this an actual problem in any play I've seen? No. Is it something anyone can find a way to exploit? Not that I'm aware of.
You've really never come across this? This was my first character build - I wanted a gish character, so I went with an Eladrin Fighter who multiclassed as much as possible into Wizard. By epic levels, I could mark everything on the battlefield for a few rounds in a row through careful use of spells and item powers. Not particularly exploitative, since it's just +3 to all defences all round and maybe an attack, but then there's the power that forces those marked to attack you explicitly, and the ring of gravity, and stuff like that. The weirdness first came up though before I had a solid Wizard power - I was immobilised by some creature, so resorted to throwing javelins to be useful. I couldn't enter melee with the creature, I was a terrible ranged combatant, but they were still marked.
The trouble with 'don't sweat the small stuff' is that there's a lot of small stuff that builds up to irritable levels.
Wow! This thread exploded overnight so I am just going to focus on this.The idea that the fighter can have as much narrative control as a spellcaster is foolish. Magic automatically offers more narrative control because it doesn't exist in the real world and is thus not limited by real-world constraints. Even in low magic settings, characters who have access to limited magic have more access to narrative control because the ability to do something that others cannot.
Arguing about this seems rather pointless. Asking why the fighter doesn't summon celestial badgers is like asking a fish why it doesn't ride a bicycle.
We're talking about cool tricks combat masters do in combat by being masterful which don't require DM permission and give them some level of Fiat at the table.
There's an entire thread here full of examples of what I'm talking about. You can use some of the Book of Nine Swords maneuvers as some examples, if you wish, but barring flame cyclones, etc.Give me an example of this.
It sounds to me like you're trying to be dismissive and snide, again, rather than actually bothering to form coherent arguments.Sounds to me like someone just has a problem with DM's. You want your PC to be able to do what it does without ever having to ask the DM because you feel like you are being subservient.
Good. Neither do I. I also don't want their sole job to be carving through HP tofu.I don't want a fighter to ensure up being just a pile of numbers and powers that try and cover everything under the sun.
Give me an example of this.
[/SBLOCK][/h]Originally posted by WotC
[h=2]Come and Get It
EncounterMartial, Weapon![]()
Standard Action Close burst 3
Target: Each enemy you can see in the burst
Attack: Strength vs. Will
Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
[/SBLOCK][/h]Originally posted by WotC
[h=1]Immediate Vengeance
EncounterMartial![]()
Immediate Interrupt Melee 1
Requirement: You must be using a shield.
Trigger: An enemy adjacent to you hits you or an ally with a melee attack
Target: The triggering enemy
Attack: Strength + 3 vs. Fortitude
Hit: 1d10 damage, and the target is weakened until the end of your next turn.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.