Tony Vargas
Legend
After a long pause, I was finally able to get back to some personal projects I had started early last year. The goal was to create a suite of modules that will allow me to run a streamlined version of 4th edition D&D on Fantasy Grounds.
1. Should I allow Fighters, Rogues, and Rangers to gain Daily powers? These are typically gained at levels 1, 5, 9, and then replaced at 15 and 19. (I'm not looking past level 20 at this point.) Since they are not competing with pre-Essential builds, there is no issue of balance across that line. I'm just looking to give them a little more to do like other classes so they're not just doing "basic-hits" all day long.
So, like, year late, but I missed if anyone offered an opinion on 1.
Yes. You could, to KISS, just lift Brute Strike (for the Slayer) and Comeback Strike (for the Knight) and just give a second use at 5th & a third at 9th. You could bump the damage dice at 5th and 15th, perhaps (or bump Brute Strike enough to keep it feeling better than power strike). If a player expressed interest, you could let them swap one in for a real fighter exploit.
But, if you want to keep the essentials feel/pattern of martial source sub-classes making basic attacks, you could make them work like Power Strike, just tacked onto a successful basic attack.
Yes, yes I have.Have you ever run 4e using just Essentials?

Specifically I ran Temple of the Frog, straight out of the pages of Blackmoor Supplement II, using Essentials. So maybe I ran 0e using just Essentials? :

It worked.
Surprisingly, the mini-encounters in small rooms and random encounters in corridors do work in Essentials, they present threats you wouldn't waste a daily on (or maybe even an encounter, since you might not want to rest right after, y'know, in the middle of a corridor), so they tend to take care of themselves, stringing naturally together into a de-facto encounter, or making the next encounter slightly tougher.