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How do you like your martial characters?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5943884" data-attributes="member: 9249"><p>No, just no. This isn't some special hate as it applies to Martial characters, but I really, really hate the entire AEDU structure-- it feels artificial and contrived, and I just can't get over it.</p><p></p><p>That isn't to say that I have any problem with the idea of at-will powers, and then powers that refresh on a short rest or a long rest. I just can't deal with the idea that each E or D power has its own separate power pool, and the number of uses for each of those separate power pools is 1. None of the narrative or simulationist models that are used to justify the existence of encounters and dailies-- models which I think make a lot of sense-- can explain why these things are so particularly and precisely structured.</p><p></p><p></p><p></p><p>This should be enabled by default for any intelligent character with limbs. Adventuring heroes should not need special training and class powers to do things that normal children learn to do in the schoolyard.</p><p></p><p></p><p></p><p>This is better. Everyone gets MBA and RBA. The magicians get their at-will magic attacks on top of that, and can sometimes replace their basics with spells. The Assassin shrouds and the Paladin smites and the Barbarian rages. The Fighter should have more than one way to deal damage-- he should have a repertoire of special attacks and deadly techniques that he selects from with all of the tactical acumen of the warmage.</p><p></p><p></p><p></p><p>Don't mind 'encounter' powers. Can't stand 'once per encounter' powers.</p><p></p><p>Better than Martial Dailies, though.</p><p></p><p></p><p></p><p>No. Too unpredictable, too uncontrollable. This would be awesome as a <strong>freebie</strong>, as part of a combat system designed to be unpredictably and uncontrollably awesome-- something that can happen any time someone scores a critical hit-- but it's weak tea as a class feature.</p><p></p><p></p><p></p><p>I'm sure some people want this, and if that basic attack really does 'do it all', I bet it would be good enough for <strong>most</strong> people-- but I think the line between 'simply awesome' and 'simply boring' is a little too thin for the class with the least traditional options.</p><p></p><p>Here's what I want:</p><ul> <li data-xf-list-type="ul">Basic combat maneuvers, such as disarm and trip, as at-wills for everyone. Fighters (and <strong>maybe</strong> other 'warrior'-types) get bonuses for these.</li> <li data-xf-list-type="ul">A robust list of advanced combat maneuvers, that are essentially on a scale with the Heroic Martial As and Es from 4e. <ul> <li data-xf-list-type="ul">Fighters get at least two of these at 1st level and gain more of them as class features than anyone else, and Fighters gain level bonuses when using them.</li> <li data-xf-list-type="ul">'Warrior'-type classes get one of these at 1st level and pick up a few more over the course of their career. They can invest resources to learn more.</li> <li data-xf-list-type="ul">Other classes can learn these maneuvers with difficulty, like Fighters and Rogues learning spells.</li> </ul></li> <li data-xf-list-type="ul">At-wills are just so. Encounters (and utilities) spend from a power pool that charges quickly while resting and slowly while exploring. (Like 1/10 minutes and 1/hour.)</li> </ul><p></p><p>So a 'simple' Fighter picks out his best at-wills and spams them, saving his encounter pool for things like Iron Heart Surge and self-healing. A 'tactical' Fighter picks out a bunch of encounter powers and manages them carefully, like a spellcaster.</p><p></p><p>Oh, and criticals should have awesome side effects for everyone. Fighters shouldn't get <strong>better</strong> criticals, but they should get more of them.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5943884, member: 9249"] No, just no. This isn't some special hate as it applies to Martial characters, but I really, really hate the entire AEDU structure-- it feels artificial and contrived, and I just can't get over it. That isn't to say that I have any problem with the idea of at-will powers, and then powers that refresh on a short rest or a long rest. I just can't deal with the idea that each E or D power has its own separate power pool, and the number of uses for each of those separate power pools is 1. None of the narrative or simulationist models that are used to justify the existence of encounters and dailies-- models which I think make a lot of sense-- can explain why these things are so particularly and precisely structured. This should be enabled by default for any intelligent character with limbs. Adventuring heroes should not need special training and class powers to do things that normal children learn to do in the schoolyard. This is better. Everyone gets MBA and RBA. The magicians get their at-will magic attacks on top of that, and can sometimes replace their basics with spells. The Assassin shrouds and the Paladin smites and the Barbarian rages. The Fighter should have more than one way to deal damage-- he should have a repertoire of special attacks and deadly techniques that he selects from with all of the tactical acumen of the warmage. Don't mind 'encounter' powers. Can't stand 'once per encounter' powers. Better than Martial Dailies, though. No. Too unpredictable, too uncontrollable. This would be awesome as a [b]freebie[/b], as part of a combat system designed to be unpredictably and uncontrollably awesome-- something that can happen any time someone scores a critical hit-- but it's weak tea as a class feature. I'm sure some people want this, and if that basic attack really does 'do it all', I bet it would be good enough for [b]most[/b] people-- but I think the line between 'simply awesome' and 'simply boring' is a little too thin for the class with the least traditional options. Here's what I want: [list][*]Basic combat maneuvers, such as disarm and trip, as at-wills for everyone. Fighters (and [b]maybe[/b] other 'warrior'-types) get bonuses for these. [*]A robust list of advanced combat maneuvers, that are essentially on a scale with the Heroic Martial As and Es from 4e. [list][*]Fighters get at least two of these at 1st level and gain more of them as class features than anyone else, and Fighters gain level bonuses when using them. [*]'Warrior'-type classes get one of these at 1st level and pick up a few more over the course of their career. They can invest resources to learn more. [*]Other classes can learn these maneuvers with difficulty, like Fighters and Rogues learning spells.[/list] [*]At-wills are just so. Encounters (and utilities) spend from a power pool that charges quickly while resting and slowly while exploring. (Like 1/10 minutes and 1/hour.)[/list] So a 'simple' Fighter picks out his best at-wills and spams them, saving his encounter pool for things like Iron Heart Surge and self-healing. A 'tactical' Fighter picks out a bunch of encounter powers and manages them carefully, like a spellcaster. Oh, and criticals should have awesome side effects for everyone. Fighters shouldn't get [b]better[/b] criticals, but they should get more of them. [/QUOTE]
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