D&D 4E Martial classes

Undrave

Hero
Martial were also really big on Reliable powers, powers that are not expended if you miss with them. Really cool concept there.

Only martial power got a second source book during the pre-Essentials run...
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Martial wins.

Martial Power 2 introduced new keywords with the powers: Rattling and Invigorating (Or was that in Martial Power 1?) that were a neat concept. If you are train in Intimidate and hit with a Rattling power, you impose a -2 to that creature's next attack roll, and if you are trained in Endurance and hit with an Invigorating power, you gain temp HP. The Battlerager Fighter was basically a martial Barbarian. It made your skill choices a bit more integral to your play style in combat and gave you an interesting build to dip into or go all in with.
 

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Vael

Hero
You guys are saying Martial didn't have a controller, but that's not entirely true. The Hunter ranger (Essentials, I know...) was a Martial controller.
It was also a mix of Martial and Primal, adding some spellcasting back to the Ranger.

I'll fully admit most suggestions for a Martial Controller didn't really resonate with me, but that's also admittedly a problem with Controllers in general, compared to Leaders, Strikers and Defenders, Controllers were always the most nebulous role in 4e.
 

Voadam

Legend
I felt 4e did the best of the editions in making characters balanced for combat overall. Having rogues and rangers be standout martial strikers was fantastic and I liked warlords as buffers and healers, given the 4e healing surge paradigm it worked well flavor wise and allowed a lot of great concept characters.

I really liked having cool physical nonmagical combat as your niche, and having it be first tier effective in D&D was great.
 

Charlaquin

Goblin Queen (She/Her/Hers)
My favorite was leaning into the Fantasy aspect and accepting that luck is an actual thing in the world and for certain characters, that's all their HP was. Damage on a miss was having such a close call that your luck literally almost ran out.

We also had the Bond rule where certain characters' HP was represented by clothing damage and healing was 'freshing up'.
Damage on a miss was literally the exact same thing as half damage on a failed save, just in a system where the aggressor rolls against the defender’s Fort Ref or Will defense instead of having the defender roll against the aggressor’s static save DC. People just get weirdly hung up on the words “hit” and “miss.”
 
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Vaalingrade

Legend
It takes a hour to make poison gas bombs and they start leaking after a day of no maintenance.

I guess.
You made them offscreen during downtime and use them at the most opportune moment.

No need to count or justify anything.

Like, heroes in stories only run out of ammo and tech when it would be narratively interesting, not when it would be 'logical'. Sometimes Spidey has enough web to keep the statue of liberty's arm on and sometimes he runs out ten minutes into fighting Shocker because that's the only way Shocker can be a threat to anyone.
 


Minigiant

Legend
Supporter
You made them offscreen during downtime and use them at the most opportune moment.

No need to count or justify anything.

Like, heroes in stories only run out of ammo and tech when it would be narratively interesting, not when it would be 'logical'. Sometimes Spidey has enough web to keep the statue of liberty's arm on and sometimes he runs out ten minutes into fighting Shocker because that's the only way Shocker can be a threat to anyone.

I was saying it as a joke mostly. That's what many would complain about. However you culdmake a mechanic where gadgeteers can spend ammo to recharge encounter powers.

However a gadgeteer with smoke bombs, fire grenades, taser fists, stun bolas, electro-nets and acid sprayers would have been cool.
It woulda been funny that the Martial Gadgeteer and the Arcane Artificer are 2 different roles.

But in my own homebrew RPG gadgeteers and artificers play very differently.
Batman vs Iron Man
 

Garthanos

Arcadian Knight
I was saying it as a joke mostly. That's what many would complain about. However you culdmake a mechanic where gadgeteers can spend ammo to recharge encounter powers.

However a gadgeteer with smoke bombs, fire grenades, taser fists, stun bolas, electro-nets and acid sprayers would have been cool.
It woulda been funny that the Martial Gadgeteer and the Arcane Artificer are 2 different roles.

But in my own homebrew RPG gadgeteers and artificers play very differently.
Batman vs Iron Man

I have seen Batman make one time use Ironman like outfits that... we need something less frequent than dailies for that.
 

Vaalingrade

Legend
However a gadgeteer with smoke bombs, fire grenades, taser fists, stun bolas, electro-nets and acid sprayers would have been cool.
It woulda been funny that the Martial Gadgeteer and the Arcane Artificer are 2 different roles.
I've actually done that in the hack I've been working on. the Chemical Soldier and Bloodmyst Poisoner have encounter powers that represent their gadgets and then the Brought an Extra feat (my PrC / subclasses are feat paths) lets you recharge one of those powers.

The powered armor suits are multi-slot magic items with their own suits of encounter powers that draw from a pool of charges plus an at will unique to each.

* 'magic' being split into groups of items that are magical, mastercraft and scientific.
 




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