Uller
Adventurer
Since we tried out the slayer, I decided to help the party Rogue modify his PHB rogue to an Essentials Thief. I'm seeing a pattern...and while it is kewl from a player PC perspective (weee....we get 1st level characters dishing out 20 dmg per round) I'm not sure I like the dynamic.
I'm new to 4e, though...so maybe I'm missing something.
Rogues, Theives, Assassins..."Strikers" if you will...have been dealing out large amounts of damage since 1e. But mostly (not always) it was under some specific circumstance that more often than not required some careful planning on the part of the player, teamwork on the part of the party and substantial risk on the part of the PC...
Backstabs, etc always required something...
With the slayer, it's just his basic attack...Swing, hit about 2/3s of the time and do 1d12+9 (or +11 with the right stance) damage while others are doing 1d8+5...once per encounter, boost that to 2d12+11...
Now that I look at the Thief, he has 4 fairly easy ways to gain combat advantage (Tactical Trick and Ambush Trick...I think...I don't have my book here) and at first level do around 3d6+9 damage once per round (once per encounter boost that to 4d6+9. If he attacks first at the start of the encounter (which is likely), if he flanks and now if he uses one of two tricks that just require a foe with none of its allies adjacent (pretty likely in many fights) or has at least one of the Thief's allies next to it (again, very likely).
I guess what I'm saying is that I always thought the point of the striker was to require teamwork from others. Now it seems not so much. The other two strikers in essentials are Scout and Warlock...I have no idea how they fair compared to Slayer and Thief, but it looks about the same. Why not just have a party made entirely of those four?...maybe have a cleric for healing...It seems like they would be killing two opponents per turn fairly easily.
I'm still a fan of 4e and essentials...just noticing, that's all...
I'm new to 4e, though...so maybe I'm missing something.
Rogues, Theives, Assassins..."Strikers" if you will...have been dealing out large amounts of damage since 1e. But mostly (not always) it was under some specific circumstance that more often than not required some careful planning on the part of the player, teamwork on the part of the party and substantial risk on the part of the PC...
Backstabs, etc always required something...
With the slayer, it's just his basic attack...Swing, hit about 2/3s of the time and do 1d12+9 (or +11 with the right stance) damage while others are doing 1d8+5...once per encounter, boost that to 2d12+11...
Now that I look at the Thief, he has 4 fairly easy ways to gain combat advantage (Tactical Trick and Ambush Trick...I think...I don't have my book here) and at first level do around 3d6+9 damage once per round (once per encounter boost that to 4d6+9. If he attacks first at the start of the encounter (which is likely), if he flanks and now if he uses one of two tricks that just require a foe with none of its allies adjacent (pretty likely in many fights) or has at least one of the Thief's allies next to it (again, very likely).
I guess what I'm saying is that I always thought the point of the striker was to require teamwork from others. Now it seems not so much. The other two strikers in essentials are Scout and Warlock...I have no idea how they fair compared to Slayer and Thief, but it looks about the same. Why not just have a party made entirely of those four?...maybe have a cleric for healing...It seems like they would be killing two opponents per turn fairly easily.
I'm still a fan of 4e and essentials...just noticing, that's all...