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<blockquote data-quote="Incenjucar" data-source="post: 5983774" data-attributes="member: 6182"><p>I heartily disagree. The tactics required of each class vary greatly, unless you go out of your way to play one class like another, which usually requires using options introduced in splat books for the sake of filler, or simply failing to grasp how your class works.</p><p></p><p>My invoker plays absolutely nothing like a pyromancer.</p><p></p><p></p><p></p><p>While the daily/encounter thing is usually true, because they're, you know, more-powerful and limited, that's a pretty poor summation of tactics. It's like saying that "press with the infantry and send in the cavalry" is the summation of tactics for the civil war.</p><p></p><p></p><p></p><p>* Doesn't require hands.</p><p>* Doesn't require equipment.</p><p>* Different range and no range penalty.</p><p>* Force damage, which gives it specific interactions and options.</p><p>* Uses no ammunition.</p><p>* Uses implement effects instead of weapon effects.</p><p>* Can't be used to block stuff up or hurl a rope like an arrow can.</p><p>* Has specific feats that modify it in different ways than arrows.</p><p>* Is Arcane, so is affected by things built around Arcane abilities.</p><p>* Doesn't leave shattered arrows behind.</p><p></p><p>And that's not even getting into the differences between it and a ranger's abilities.</p><p></p><p>But yeah TOTALLY the same.</p><p></p><p></p><p></p><p>Or just summing up any attack is "deal some damage and have an effect."</p><p></p><p>This is a poor game to play and you've been around more than long enough to know it.</p><p></p><p></p><p></p><p>Spell (you left the d10 in there), Exploit, Prayer, Spell (d10 again). Of course you removed things like damage types and other keywords, which do in fact have a significant effect in the game.</p><p></p><p></p><p></p><p>Fighters were always worth dipping 1 level into.</p><p></p><p></p><p></p><p>Bet they're pretty great in Exalted too.</p><p></p><p></p><p></p><p>Also known as the "sweet spot." That thing 4E was designed to be entirely composed of.</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 5983774, member: 6182"] I heartily disagree. The tactics required of each class vary greatly, unless you go out of your way to play one class like another, which usually requires using options introduced in splat books for the sake of filler, or simply failing to grasp how your class works. My invoker plays absolutely nothing like a pyromancer. While the daily/encounter thing is usually true, because they're, you know, more-powerful and limited, that's a pretty poor summation of tactics. It's like saying that "press with the infantry and send in the cavalry" is the summation of tactics for the civil war. * Doesn't require hands. * Doesn't require equipment. * Different range and no range penalty. * Force damage, which gives it specific interactions and options. * Uses no ammunition. * Uses implement effects instead of weapon effects. * Can't be used to block stuff up or hurl a rope like an arrow can. * Has specific feats that modify it in different ways than arrows. * Is Arcane, so is affected by things built around Arcane abilities. * Doesn't leave shattered arrows behind. And that's not even getting into the differences between it and a ranger's abilities. But yeah TOTALLY the same. Or just summing up any attack is "deal some damage and have an effect." This is a poor game to play and you've been around more than long enough to know it. Spell (you left the d10 in there), Exploit, Prayer, Spell (d10 again). Of course you removed things like damage types and other keywords, which do in fact have a significant effect in the game. Fighters were always worth dipping 1 level into. Bet they're pretty great in Exalted too. Also known as the "sweet spot." That thing 4E was designed to be entirely composed of. [/QUOTE]
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