Azurewraith
Explorer
Its sad how true this is.Because like all threads longer than 5 pages it has morphed to an argument about warlords and metagaming.
Its sad how true this is.Because like all threads longer than 5 pages it has morphed to an argument about warlords and metagaming.
I actually would not like to see this because I think that it would hurt. Existence of such a table would render them 'official' whereas not where is a degree of wiggle room.3e had too many weapons that were not much different from each other. (Ex: dagger - kukri - shortsword)
4e had a multi-dimension chart buried in its weapon descriptions, and I liked that.
5e 'feels' a bit short on weapon variety. It would not hurt at all to produce a 'Conversion Chart' for all those exotic weapons (kukri) and other-cultural names (katana) so the non-enthusiast knows where they fit in.
Stuff like the feats UA?I want more options for martial classes to go along with all the new spells for wizards.
It doesn't have to be weapons. It can be other stuff.
You seem to have a fundamental, and understandable, misunderstanding of how 4e works.
Every character in 4e can taunt an enemy into attacking them. The fighter with Come and Get It can do it with a single attack roll, and maybe some fancy rider effect. Powers, especially martial powers but also magic ones, represent things you have trained to do, up in your muscle memory banks, as it were, and are better at than other people.
Your assertion was that everything a 4e martial character could do could be done by a character in a /prior/ edition.
Ding! Something anyone can do is not character- nor class-defining. It's not an ability, it's a baseline from which actual abilities are defined.
That's what options are. If you take them, you can do them, if you don't, you can't. If you don't have them in the first place, you can't do them, either. You can just do what everyone can do.
Now, in 4e, anyone could improvise, and there were the famed 'pg 42' guidelines for that, and they could be pretty effective (about on par with an encounter power).
They are not. To understand the difference consider /how/ a thing is accomplished. In the natural course of things, you can pick up an object and throw it if you're strong enough. That's a natural ability. You can not cause a heavy object to move just by concentrating on it. That's a supernatural ability. If you can pick up and throw an object much heavier than any human being ever could, that's super-human, but not super-natural.
You could just change the flavor text in 4e, and re-skin away, but the supposed 'dissociation' between that flavor text (that you had complete effing control over) and the 'mechanics' was an unforgivable flaw. Crazy, I know. Your join date's 2007, unless you wandered off (I wouldn't blame you for that) you'd've seen it.
Even in 4e, that wouldn't've worked, because keywords, including Source, were a mechanical aspect and couldn't just be re-skinned.
It also wasn't necessary, since you just plain had inspiring word. Most classes had enough powers that they didn't need to poach & re-skin eachother's.
5e just doesn't work that way, healing word is an actual spell, you must know it, prep it, and cast it, the rules for spells are designed to make them distinct from everything that's not a spell.
You can pretend it's something else, but you're only fooling yourself.
A lot of people, when 3e was the current ed, said they never felt that same need until 3e. The groused that 3e was so terribly, horribly, wrongbadfun 'grid dependent.' They said they never had to do that in 2e. 3e's treatment of the grid was all but lifted from 2e C&T. Plenty of folks used minis the whole time. One DM I gamed with for years in the early 80's brought 40 lbs of lead minis to the game very week.
Fact is, D&D started life as a wargame, you were always meant to play it on a surface, with minis. A lot of us didn't - minis were expensive! - but that's what the rules were designed for from the beginning, and they've never been re-designed to work well without /some/ way of tracking movement, area & positioning.
wrecan, back on the Wizard's board, came up with a set of tricks he called 'SARN-FU' that you could use to run 4e that way. Ironically, that's as close as D&D has ever come to TotM support, some fan-authored variant.
13th Age has been designed to work that way, or with minis, it actually delivers TotM by default, FWIW.
5e is not, it's system isn't much better suited to 'TotM' than 0e or 1e or any other wargame, let alone any other edition of D&D. ;P
The whole 'grid dependent' thing is just an easy dig. It's always been true, it's always been fairly easily ignored, so ignore it selectively and point the finger at the ed you don't like.
Sad.
There's a thread about whether the game really needs saves. That'd be a good place.

No, I get it. I actually even forgot that Battlemaster has Goading Attack. I just think it boils down to picking nits when the 5e ability does basically the same thing but not quite the same way as the 4e ability. The 4e martial character became the Battlemaster in 5e. I can empathize that that's not good enough for some people; and I think it would have been alleviated quite a bit had the Battlemaster gotten at least one at-will ability, to set them a little further apart from everyone else (never mind that literally everyone else can trip or push). But I also think that claims like 5e "doesn't care about martial characters" is hyperbolic to the extreme and are demonstrably false.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.