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<blockquote data-quote="theNater" data-source="post: 4348479" data-attributes="member: 62560"><p>I haven't seen any Fatigue or Exhaustion rules either. Given the focus on cinematic heroism, I'm okay with that. The "don't get tired" explanation was a fluff explanation, not crunch.</p><p></p><p> So now those conditions aren't there at all, meaning you don't have to worry about them even at high level, and you don't need to spend (extra) feats just to make your second class functional.</p><p></p><p>A 4th edition fighter/wizard has fewer, more powerful spells than a 3rd edition fighter/wizard of the same level. They get fewer of them because each one is better.</p><p></p><p> The classes have changed to a meaningful degree, but the roles haven't. Rangers are still folks who deal heavy damage to their targets, and they still have the same two options they've had for quite a while.</p><p></p><p> A single action will generally be intended for a single purpose. During one action, a fighter/wizard can use a fighter power, generally for the purpose of attracting and absorbing damage(defender role), or a wizard power, generally for the purpose of changing the flow of the battle(controller role). He can alternate between those roles as much as he likes until he runs out of appropriate powers. If he has used paragon multiclassing, he has an at-will from each class, so he never runs out of appropriate powers.</p><p></p><p>Also note the existence of synergy. A fighter/wizard can, for example, use Thunderwave to rearrange the battlefield <em>and</em> mark all enemies in a 3x3 square.</p><p></p><p> The numbers I provided weren't intended to be definitive values of feats, but an illustration of how 4th edition feats being less powerful doesn't necessarily make the 4th edition feat system less powerful.</p><p></p><p>Whether the increase in numbers of feats makes up for the decrease in power of feats is indeed a matter of opinion, but considering both facts gives a more helpful comparison of the systems than just looking at one or the other.</p><p></p><p>Fights are very dynamic. At every step there are multiple things you want to do. Getting enemies into a position where they have a rogue flanking them is always a good goal. But it is not the only goal, and no power has the text "put the target into a position where it is flanked by a rogue." Knowing when to use your powers to get the greatest possible effect from them is at least as much art as science. Plus, when an attack power has been used enough to become boring, it can be replaced through retraining or by reaching a replacement level.</p><p></p><p>One of the many entertaining uses of a power I've seen was when our dwarven fighter ran up to the orc that was menacing our wizard and smashed him with a hammer so hard he was launched back a good 5 feet. This was done with an at-will fighter power, and flowed naturally from the combat. Just because the mechanics are specific, doesn't mean there is exactly one use.</p><p> </p><p> Well, if it's not a big deal, it's not a big deal. If it is a big deal, than it does skew the game.</p><p></p><p>This one kind of heroic moment is missing. There are plenty of new heroic moments available, and a lot of the old heroic moments are still in place.</p><p></p><p> It is an encounter power that targets one opponent, yes. To disarm multiple opponents, you will need additional powers, none of which I can identify off the top of my head.</p><p></p><p>Of course, it is possible that upon seeing how you disarmed an opponent, your other oppenents will not fall for the same tricks, or will quickly tighten their lanyards, or what have you. There are reasons you might not be able to disarm multiple foes in rapid succession.</p><p></p><p> Remember that under 3rd edition rules, Sam had a reduced chance of making a satisfactory staircase for each staircase after the first. Under 4th edition rules, while he only makes one staircase a day, he does get paid more when he makes a higher-quality staircase.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p> Giving up an opportunity to do damage to have a 25% chance of disarming a target and a 50% chance of taking damage yourself is not a viable tactic.</p><p></p><p> One of the design goals for 4th edition was ensuring that everyone gets to shine, at least a little, in every battle. Some enemies are essentially out of the fight when disarmed. If the fighter locks down all of the enemies by disarming them all in the first round, or even by disarming one of them per round for five rounds, he's proving to be the only PC that matters during the combat.</p><p></p><p> In 3rd edition, a turned undead is defeated. Smashing a skeleton who cannot fight back is not involvement in a fight.</p><p> </p><p> I've never been a big fan of spell preparation myself. I want to be able to use all the abilities I know. 4th edition provides that for most characters, by making them know exactly as many abilities as they get to use. Wizards are the sole exception in the PHB.</p><p></p><p>Yeah, but those penalties are murder on my dwarven wizards.</p><p></p><p>It doesn't show up in fighter powers, but most or all of the rogue's melee attacks use dex, and paladins have some melee attacks that use cha. The other classes use other abilities to attack with, though rarely with melee attacks.</p><p></p><p>Con is required to become a top-of-the-line axe fighter, as axe fighting feats have con as a prerequisite.</p><p></p><p>You know, I hadn't considered that. A fighter/wizard with paragon multiclassing could use Seeker of Many Paths to pick up wizard powers at 23rd, 25th, 27th, and 29th levels, replacing the remaining fighter encounter and daily powers. Ending up as a character with fighter class features and mostly wizard powers. I'm not entirely sure how I feel about that.</p><p></p><p>I think I'm okay with it, considering that</p><p>a)it only completes at level 29, when he's likely to begin considering retirement, and</p><p>b)he's spent his entire career trying to make it happen.</p></blockquote><p></p>
[QUOTE="theNater, post: 4348479, member: 62560"] I haven't seen any Fatigue or Exhaustion rules either. Given the focus on cinematic heroism, I'm okay with that. The "don't get tired" explanation was a fluff explanation, not crunch. So now those conditions aren't there at all, meaning you don't have to worry about them even at high level, and you don't need to spend (extra) feats just to make your second class functional. A 4th edition fighter/wizard has fewer, more powerful spells than a 3rd edition fighter/wizard of the same level. They get fewer of them because each one is better. The classes have changed to a meaningful degree, but the roles haven't. Rangers are still folks who deal heavy damage to their targets, and they still have the same two options they've had for quite a while. A single action will generally be intended for a single purpose. During one action, a fighter/wizard can use a fighter power, generally for the purpose of attracting and absorbing damage(defender role), or a wizard power, generally for the purpose of changing the flow of the battle(controller role). He can alternate between those roles as much as he likes until he runs out of appropriate powers. If he has used paragon multiclassing, he has an at-will from each class, so he never runs out of appropriate powers. Also note the existence of synergy. A fighter/wizard can, for example, use Thunderwave to rearrange the battlefield [I]and[/I] mark all enemies in a 3x3 square. The numbers I provided weren't intended to be definitive values of feats, but an illustration of how 4th edition feats being less powerful doesn't necessarily make the 4th edition feat system less powerful. Whether the increase in numbers of feats makes up for the decrease in power of feats is indeed a matter of opinion, but considering both facts gives a more helpful comparison of the systems than just looking at one or the other. Fights are very dynamic. At every step there are multiple things you want to do. Getting enemies into a position where they have a rogue flanking them is always a good goal. But it is not the only goal, and no power has the text "put the target into a position where it is flanked by a rogue." Knowing when to use your powers to get the greatest possible effect from them is at least as much art as science. Plus, when an attack power has been used enough to become boring, it can be replaced through retraining or by reaching a replacement level. One of the many entertaining uses of a power I've seen was when our dwarven fighter ran up to the orc that was menacing our wizard and smashed him with a hammer so hard he was launched back a good 5 feet. This was done with an at-will fighter power, and flowed naturally from the combat. Just because the mechanics are specific, doesn't mean there is exactly one use. Well, if it's not a big deal, it's not a big deal. If it is a big deal, than it does skew the game. This one kind of heroic moment is missing. There are plenty of new heroic moments available, and a lot of the old heroic moments are still in place. It is an encounter power that targets one opponent, yes. To disarm multiple opponents, you will need additional powers, none of which I can identify off the top of my head. Of course, it is possible that upon seeing how you disarmed an opponent, your other oppenents will not fall for the same tricks, or will quickly tighten their lanyards, or what have you. There are reasons you might not be able to disarm multiple foes in rapid succession. Remember that under 3rd edition rules, Sam had a reduced chance of making a satisfactory staircase for each staircase after the first. Under 4th edition rules, while he only makes one staircase a day, he does get paid more when he makes a higher-quality staircase.:cool: Giving up an opportunity to do damage to have a 25% chance of disarming a target and a 50% chance of taking damage yourself is not a viable tactic. One of the design goals for 4th edition was ensuring that everyone gets to shine, at least a little, in every battle. Some enemies are essentially out of the fight when disarmed. If the fighter locks down all of the enemies by disarming them all in the first round, or even by disarming one of them per round for five rounds, he's proving to be the only PC that matters during the combat. In 3rd edition, a turned undead is defeated. Smashing a skeleton who cannot fight back is not involvement in a fight. I've never been a big fan of spell preparation myself. I want to be able to use all the abilities I know. 4th edition provides that for most characters, by making them know exactly as many abilities as they get to use. Wizards are the sole exception in the PHB. Yeah, but those penalties are murder on my dwarven wizards. It doesn't show up in fighter powers, but most or all of the rogue's melee attacks use dex, and paladins have some melee attacks that use cha. The other classes use other abilities to attack with, though rarely with melee attacks. Con is required to become a top-of-the-line axe fighter, as axe fighting feats have con as a prerequisite. You know, I hadn't considered that. A fighter/wizard with paragon multiclassing could use Seeker of Many Paths to pick up wizard powers at 23rd, 25th, 27th, and 29th levels, replacing the remaining fighter encounter and daily powers. Ending up as a character with fighter class features and mostly wizard powers. I'm not entirely sure how I feel about that. I think I'm okay with it, considering that a)it only completes at level 29, when he's likely to begin considering retirement, and b)he's spent his entire career trying to make it happen. [/QUOTE]
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