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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5963835" data-attributes="member: 1165"><p>I disagree, at least in combat. Fighters were supposed to block the pathway to the squishies, but they had no ability to do so (other than the obvious, blocking a 5 foot wide passageway).</p><p></p><p>Thieves could sneak, but that only helped them, not the rest of the party.</p><p></p><p></p><p></p><p>In 3.x, flanking was key to getting sneak attack. The rogue could get sneak attack anytime they could coordinate with a friend. (Of course, there was also stealth, invisibility, etc, but the best way was teamwork.)</p><p></p><p></p><p></p><p>I agree with this, but I think it contributed to the mentality of thieves being "weak". Wizards could contribute in combat, so could fighters, and even to extent clerics (in an undefined way) but thieves were left in the cold. Backstab once and that was it.</p><p></p><p></p><p></p><p>Tell me about it. I don't know why WotC in 3.x didn't figure this out until they hired Mike Mearls. (Unfortunately, it was too late for 3.x; by the time Tome of Battle came out, the fighter class was set in stone. It's too bad there wasn't something like that available in 3.5's core. Fortunately they got him to work on the fighter in 4e, although this left some non-fighter fans cold.)</p><p></p><p></p><p></p><p>I think you might be mixing feats and powers a little there; feats tend to give those flat numerical bonuses (which I hated so much in 3.5; it doesn't matter if fighters got Greater Weapon Spec and can get +4 damage rather than +2; the feat wasn't really fixing their problems). Although I have to say the weaponmaster feat that lets you use at-wills rather than melee basic attacks for either opportunity attacks or counterattacks is pretty awesome and isn't just some flat numerical bonus; it doesn't seem like a popular feat for some reason but no doubt informed the design of the knight.</p><p></p><p>4e fighters (the defenders, I'm thinking of) actually have these abilities that work together. The weaponmaster is actually pretty deep, so deep it's no longer a "beginner" class. The weaponmaster player in my group wanted to play one "because it was simplest". (All roles were already filled when he joined.) I wonder if he was being sarcastic; he knows exactly how Combat Challenge works, how opportunity attacks work differently, and regularly (ab?)uses powers such as Come and Get It (he's 8th-level) to really put the stickiness and hurt on the bad guys. I think the weaponmaster might just be boring "on paper".</p><p></p><p>The knight's a bit less spectacular, but I think being able to hit an opponent with a counterattack (eg when they try to shift by them) and then use Power Strike with Staggering Hammer to immobilize them as they try to get at the squishy to be pretty awesome. "No buddy, <strong>I'm</strong> your opponent."</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5963835, member: 1165"] I disagree, at least in combat. Fighters were supposed to block the pathway to the squishies, but they had no ability to do so (other than the obvious, blocking a 5 foot wide passageway). Thieves could sneak, but that only helped them, not the rest of the party. In 3.x, flanking was key to getting sneak attack. The rogue could get sneak attack anytime they could coordinate with a friend. (Of course, there was also stealth, invisibility, etc, but the best way was teamwork.) I agree with this, but I think it contributed to the mentality of thieves being "weak". Wizards could contribute in combat, so could fighters, and even to extent clerics (in an undefined way) but thieves were left in the cold. Backstab once and that was it. Tell me about it. I don't know why WotC in 3.x didn't figure this out until they hired Mike Mearls. (Unfortunately, it was too late for 3.x; by the time Tome of Battle came out, the fighter class was set in stone. It's too bad there wasn't something like that available in 3.5's core. Fortunately they got him to work on the fighter in 4e, although this left some non-fighter fans cold.) I think you might be mixing feats and powers a little there; feats tend to give those flat numerical bonuses (which I hated so much in 3.5; it doesn't matter if fighters got Greater Weapon Spec and can get +4 damage rather than +2; the feat wasn't really fixing their problems). Although I have to say the weaponmaster feat that lets you use at-wills rather than melee basic attacks for either opportunity attacks or counterattacks is pretty awesome and isn't just some flat numerical bonus; it doesn't seem like a popular feat for some reason but no doubt informed the design of the knight. 4e fighters (the defenders, I'm thinking of) actually have these abilities that work together. The weaponmaster is actually pretty deep, so deep it's no longer a "beginner" class. The weaponmaster player in my group wanted to play one "because it was simplest". (All roles were already filled when he joined.) I wonder if he was being sarcastic; he knows exactly how Combat Challenge works, how opportunity attacks work differently, and regularly (ab?)uses powers such as Come and Get It (he's 8th-level) to really put the stickiness and hurt on the bad guys. I think the weaponmaster might just be boring "on paper". The knight's a bit less spectacular, but I think being able to hit an opponent with a counterattack (eg when they try to shift by them) and then use Power Strike with Staggering Hammer to immobilize them as they try to get at the squishy to be pretty awesome. "No buddy, [b]I'm[/b] your opponent." [/QUOTE]
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