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How Can D&D Next Win You Over?
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<blockquote data-quote="Jester David" data-source="post: 5982507" data-attributes="member: 37579"><p>4e classes are a "spot the difference" picture. They're mostly the same but, if you look for differences, you'll find them. That doesn't mean they're more alike than not.</p><p></p><p></p><p>Not everyone wants a class with resource management. The fighter was a popular class in 3e and continues to be a popular clas in Pathfinder. Not everyone wants powers and spells. If you don't accommodate that player base they will move on to other games or not have fun.</p><p></p><p></p><p>I get fighters doing cool things. </p><p>I object to them doing cool things exactly the same as wizards. Even Warcraft does it better, with the fighter rage mechanic. The longer a fighter fights the more abilities unlock. </p><p>Which is a reason I'm not a fan of the base 4e classes: they're lazy. Just look at the Essentials assassin class for a quick example of how it could have been done better. The rely on a basic attack, but have At-wills that are situational. They have Encounter powers normally but have no Daily powers but instead have poisons that can be applied once per day. Same essential mechanic at the core, but it plays differently. </p><p>Imagine is the base 4e fighter had been able to use basic melee attacks, if they hadn't been designed to be inherently inferiour to At-Wills. Then imagine if they had to fight so many rounds to unlock a Daily via rage. Or if their exploits were just that: reactions to enemy's tactics.</p><p></p><p>I just hard a cool idea on the WotC forum involving the 5e fighter's combat superiority. Imagine if your could forge that dice, losing until until a rest, to perform a cool move. A small move and you lose it until a short rest (Encounter power) and a very cool move and you lose it until a long rest (Daily power). It's a power, but very different from spells, which is the key. It's not fighters being able to do different things that makes it a spell, it's using the exact same mechanics, formatting, recharge, and as spells that makes it a spell. Change one word, <em>just one word</em>, an a martial exploit suddenly becomes a spell. </p><p></p><p></p><p>Did you enjoy fighters prior? Were you one of the many people who saw 4e and said "finally I want to play a fighter"?</p><p>If you were, it would because the fighter changed to match your play style. But at the cost of someone else. There are two players in my last Pathfinder game who I never want to play 4e with (and will never let play a spellcaster again). The kind of player who will find that one At-Will they like and spam it exclusively.</p></blockquote><p></p>
[QUOTE="Jester David, post: 5982507, member: 37579"] 4e classes are a "spot the difference" picture. They're mostly the same but, if you look for differences, you'll find them. That doesn't mean they're more alike than not. Not everyone wants a class with resource management. The fighter was a popular class in 3e and continues to be a popular clas in Pathfinder. Not everyone wants powers and spells. If you don't accommodate that player base they will move on to other games or not have fun. I get fighters doing cool things. I object to them doing cool things exactly the same as wizards. Even Warcraft does it better, with the fighter rage mechanic. The longer a fighter fights the more abilities unlock. Which is a reason I'm not a fan of the base 4e classes: they're lazy. Just look at the Essentials assassin class for a quick example of how it could have been done better. The rely on a basic attack, but have At-wills that are situational. They have Encounter powers normally but have no Daily powers but instead have poisons that can be applied once per day. Same essential mechanic at the core, but it plays differently. Imagine is the base 4e fighter had been able to use basic melee attacks, if they hadn't been designed to be inherently inferiour to At-Wills. Then imagine if they had to fight so many rounds to unlock a Daily via rage. Or if their exploits were just that: reactions to enemy's tactics. I just hard a cool idea on the WotC forum involving the 5e fighter's combat superiority. Imagine if your could forge that dice, losing until until a rest, to perform a cool move. A small move and you lose it until a short rest (Encounter power) and a very cool move and you lose it until a long rest (Daily power). It's a power, but very different from spells, which is the key. It's not fighters being able to do different things that makes it a spell, it's using the exact same mechanics, formatting, recharge, and as spells that makes it a spell. Change one word, [I]just one word[/I], an a martial exploit suddenly becomes a spell. Did you enjoy fighters prior? Were you one of the many people who saw 4e and said "finally I want to play a fighter"? If you were, it would because the fighter changed to match your play style. But at the cost of someone else. There are two players in my last Pathfinder game who I never want to play 4e with (and will never let play a spellcaster again). The kind of player who will find that one At-Will they like and spam it exclusively. [/QUOTE]
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