So, full of burp and vinegar, I ended up staying awake until 5am this morning pouring over things and making up four characters.
Two things I'd like to share:
1) Despite having limited 'builds' I have found that this is one of the few systems I've been able to represent the character I want rather than the character the rules say I can have.
At first glance it would seem you are somewhat straight-jacketed into the roles but I found you can be very creative with the powers and skills and abilities to represent a wide variety of characters.
At least, that's how I felt.
2) I'd like to share one of my characters. Like many people I'm sure, I have certain favourite characters that have spawned over the years and been represented in a dozen different systems.
However, none of them I really liked in 3.x and although I could create them almost exactly how I saw them in GURPS, the less said about that system the better.
In 4e, despite a little bit of shoe-horning (namely, I went with high wisdom instead of charisma like he should have), I was able to represent him in a manner I was happy with and that I see as being immensely fun to play... if I ever get the chance.
Feel free to correct me if I've got something wrong. This guy is based around the concept of being an incredibly tough nut to crack. He literally keeps going and going and going like an Everready battery and yet has decent damage output as well.
Thanks go to Spatula for providing a template for me to work with
Two things I'd like to share:
1) Despite having limited 'builds' I have found that this is one of the few systems I've been able to represent the character I want rather than the character the rules say I can have.
At first glance it would seem you are somewhat straight-jacketed into the roles but I found you can be very creative with the powers and skills and abilities to represent a wide variety of characters.
At least, that's how I felt.
2) I'd like to share one of my characters. Like many people I'm sure, I have certain favourite characters that have spawned over the years and been represented in a dozen different systems.
However, none of them I really liked in 3.x and although I could create them almost exactly how I saw them in GURPS, the less said about that system the better.
In 4e, despite a little bit of shoe-horning (namely, I went with high wisdom instead of charisma like he should have), I was able to represent him in a manner I was happy with and that I see as being immensely fun to play... if I ever get the chance.
Feel free to correct me if I've got something wrong. This guy is based around the concept of being an incredibly tough nut to crack. He literally keeps going and going and going like an Everready battery and yet has decent damage output as well.
Thanks go to Spatula for providing a template for me to work with

Kzach said:Aramus, Human Fighter 10
"This is hardly a fair fight. Only five of you versus all of me."
Skills: Athletics +14, Diplomacy +10, Endurance +14, Heal +10, Intimidate +10.Code:STR 18 +9 HP 92 bloodied 46 CON 18 +9 surge 23 per day 14 DEX 10 +5 AC 27 Fort 25, Refl 21, Will 21 INT 10 +5 WIS 14 +7 Init +5 Move 5 (+2 charge/run) CHA 11 +5
Feats: Action Surge, Armour Proficiency (plate), Durable, Human Perseverance, Student of Battle (diplomacy), Toughness, Weapon Proficiency (bastard sword).
Race: Bonus At-Will Power (Tide of Iron), Bonus Feat (Toughness), Bonus Skill (Intimidate), Human Defence Bonus.
Class: combat challenge (marking, basic attack vs shifts or non-marked attacks), combat superiority (+2 hit w/OAs, halt movement), fighter weapon talent (+1 hit 1H weapons)
Basic Attacks:bastard sword: +16 hit, 1d10+12 dmg
crossbow: +7 hit, 1d8+5 dmg, range 15/30
At-will Attacks:Cleave: +16 hit, 1d10+12 dmg, 4 dmg to secondary adjacent target
Surestrike: +18 hit, 1d10+12 dmg
Tide of Iron: +16 hit, 1d10+12 dmg, push large or smaller target 1 square, shift into that space (must be wearing shield)
Encounter Powers:Come Get Some: +16 hit, 1d10+12 dmg, Close Burst 3, targets must shift 2 squares if they will end up adjacent to you, Close Burst 1 attack all adjacent targets
Passing Attack: +16 hit, 1d10+12 dmg, shift 1 square, secondary attack: +18 hit, 1d10+12 dmg
Sweeping Blow: +18 hit, 1d10+12 dmg, all targets within Close burst 1
Daily Powers:Comeback Strike: +16 hit, 2d10+12 dmg, use healing surge (reliable)
:close (burst 5): Inspiring Word: you or an ally within range can spend a healing surge and regain an additional 1d6 hit points
:melee (minor): Rain of Steel: 1d10+12 dmg, all adjacent enemies take damage (must be able to make opportunity attacks)
Victorious Surge: +16 hit, 3d10+12 dmg, regain hit points as if expending a healing surge
Utility Powers:
Boundless Endurance: regeneration 6 when bloodied (daily, minor)
Last Ditch Evasion: cancel damage from attack, -2 to all defences til end of next turn (trigger, daily)
No Opening: cancel combat advantage (trigger, encounter)
Item Powers:
battleforged plate: Add 1d10 hit points to second wind if used when bloodied (minor)
heavy shield of defiance: Spend a healing surge when critically hit (immediate)
Equipment: amulet of false life (+2, minor, daily, +23 temporary hit points), battleforged plate +2, bastard sword +3, heavy shield of defiance