The is Weaponmaster's Strike, yes. I think it illustrates how not to present a simplified fighter pre-build, I'd want to present a list of weapon (groups, I guess), and what you can do special when you attack with them. Just like that. With a power or two like Weaponmaster's strike underlying them.
You've captured the 5e fighter (and thus 2e fighter) pretty well.I'd do the following things to fix Slayer:
Make a power called "Fighter's Strike" - it is a basic attack, usable with either Str or Dex. Dex only with specific weapons. Melee or Ranged. Fighter's Combat Challenge is modified to only work with Fighter's Strike. It is a 1w+stat.
Slayers only gain Utility powers and Fighter's Strike. They do not gain other powers. Ever, even if they take Paragon Paths other than the Slayer's Paragon Path.
They may spend a feat to gain either an encounter power or daily power. With specific weapons, they may use Dex for melee powers.
They get Double Fighter's Strike as a class feature. They may make two Fighter's Strikes instead of one. It does not count as a basic attack when they do this.
Paragon Path gives a 'Weapon Specialization' option. Use a particular weapon, gain kensai-like benefits.
Done. Basically, they're similar to Rangers with Twin Strike, except they don't get the Daily or Encounter powers that Rangers do. They do get +stat twice to damage(ooh!) and can use a big weapon(double ooh!), but Quarry+encounter+daily powers is roughly equivalent. They're straightforward to run, they're optimizable with magic items, but limited in extent of optimization.
They've basically got the complexity of a Champion Fighter in 5e.
It'd be trivially easy to balance the stances with encounter powers.
Restrict their benefits to basic attacks. Done.
and the class features could easily have come in at the same levels as the powers they replaced,
Even having MBA-boosting stances and Daily powers would be fine, as long as the stances can only boost basic attacks or movement.
*add more utility powers to the progression
Yes! But with backwards compatibility, so you could transition from choiceless mode without re-building your character! And, so that choosing to play that character didn't put you on a different 'career track,' I suppose...
Not just the slayer, strikers in general. The role doesn't much appeal to me.
The Knight was more disappointing.
But, no, the point is simple options could have been created without monkeywrenching the system as a whole. And, they needn't have been limited to the Fighter & Thief, the Elementalist could have been in HoFK, for instance.
Consistency and balance can fit more such options into a game, at a lower cost in actual complexity.
Now, imagine if it wasn't only a couple of martial classes that got the simplified treatment? Not only would players not be punished with reduced effectiveness and 'agency' for wanting to play in a simpler style, they wouldn't be punished with reduced choice of character concept, either.
'Need?' Does a game need consistency? What's the payoff for the added complexity of making them arbitrarily different?
huh why does that follow... only in optimizer - ville would that follow .... a build that is pretty darn good and evocative doesn't have to inferior regardless of the choices it took to get there. This just seems to be an 3.x land assertion.On the other hand this would make the choiceless track an explicit second-class set of choices. Why do you want to do this?
My offhand whip use distracts the enemy like a fighters mark and is defendery and joes basic offhand whip use is controllerish and entangles their legs (slowing them save ends but is an encounter use because its price sacrifices the weapon). Or I can do both.
huh why does that follow... only in optimizer - ville would that follow .... a build that is pretty darn good and evocative doesn't have to inferior regardless of the choices it took to get there. This just seems to be an 3.x land assertion.
So, if a Slayer did have a pre-chosen, use-after the attack roll, Daily, it wouldn't need so much static damage bonus, and wouldn't break so easily?You need to go a bit further than that - you'd still overpower Rain of Blows because it gets the Slayer static damage bonus. On the other hand the Slayer static damage bonus rises at fifth level partly because the Slayer doesn't have a daily power.
I already is. That's one reason I think it could've been done better.On the other hand this would make the choiceless track an explicit second-class set of choices.
Supposedly the Warlock was originally a controller and not all of it's powers were re-written to reflect the change...There's a running joke in my group that whenever I've played a striker it's ended up as a controller. (A monk, a warlock with a habit of chain-reacting minions, and a former drow priestess gloom-pact hexblade who brought the cloud of darkness down, popped her encounter power, and all anyone outside heard were the screams as the whip struck home).
I like using companion characters or monster stat block write-ups for NPCs, but I could see that, certainly.The knight needs something to prevent forced movement. But other than that I've found it's a great NPC class although I managed to make one hammer-knight build that was fun to play.
They're just vague ideas, not like they're designs that've been playtested.Your alternatives are just as big monkey-wrenches
I'd expect the opposite if they were done professionally. Just sticking to the structure should make balance easier.in their way and make balancing actually quite a bit harder.
The overall complexity of the game. The learning curve to become comfortable with it. The chores involved in running it. The moments of disequilibrium when players just don't get it.That depends what you mean by "actual complexity".
I don't think letting people play the type of character they want in spite of a benign playstyle preference is a small reward, especially when it comes to accommodating new players.Indeed. You would instead somehow have a massive amount of developer time needed to oversee every single class in the game and check about spammability for very little reward.
Nod. Think one simplified martial sub-class/pre-build, one arcane (like the elementalist), one divine, one psionic, etc...But definitely agreed on the Elementalist (and I was agitating for something of the sort until it came out).
I absolutely agree that the Elementalist should have turned up in HOF* (and replaced the Mage - swapping your implement expertise for a school of specialisation should have been a Dragon thing).
I was thinking of exactly that sort of positive result, yes. Maybe the choiceless martial classes did that for some players, but, I think they could have done it for /more/ if they'd not all been martial, and had all been done in a more consistent way, that left open the possibility of transitioning organically to more choice if the player ever felt the itch to do so.more people enjoying the same game to be a positive result
I also, cynic that I am, don't really believe that the martial sub-classes were done that way in HotFL just to create simple new-player/training wheel classes. My sense of it is that they were primarily to make those classes more familiar to returning players, and restore the martial/caster double-standard. Thus the fighter and rogue Essentials-only options were stripped of choice, options and flexibility in HotFL, while the wizard was powered up with Errata and the Mage and subsequent Wizard sub-classes all added to Wizard spells until it had more powers than any other class.
Like I said. Cynical.
huh why does that follow... only in optimizer - ville would that follow .... a build that is pretty darn good and evocative doesn't have to inferior regardless of the choices it took to get there. This just seems to be an 3.x land assertion.
So, if a Slayer did have a pre-chosen, use-after the attack roll, Daily, it wouldn't need so much static damage bonus, and wouldn't break so easily?
I like using companion characters or monster stat block write-ups for NPCs, but I could see that, certainly.
The overall complexity of the game. The learning curve to become comfortable with it. The chores involved in running it. The moments of disequilibrium when players just don't get it.
I don't think letting people play the type of character they want in spite of a benign playstyle preference is a small reward, especially when it comes to accommodating new players.
Nod. Think one simplified martial sub-class/pre-build, one arcane (like the elementalist), one divine, one psionic, etc...
I was thinking of exactly that sort of positive result, yes. Maybe the choiceless martial classes did that for some players, but, I think they could have done it for /more/ if they'd not all been martial, and had all been done in a more consistent way, that left open the possibility of transitioning organically to more choice if the player ever felt the itch to do so.
I'm bubbling this to the top, because it's exactly what I see Essentials as having done, and I'm talking about ways it could have avoided doing so.Once again you are trying to set up some people as second class citizens.
Think about the rogue concept, for a moment - a cunning opportunist, an expert in multiple skills, who tricks and outmaneuvers enemies to get it lethal surprise attacks. Is that a /simple/ concept? I mean, compared to "I can bast stuff with fire," for instance.What is a psionic character supposed to do? What is a divine character supposed to do? To have a simple character working effectively you need a simple concept.
The rogue isn't. The Psion and Ardent aren't, but a Telekinetic or Pyrokinetic (shades of the elementalist, there) could be. Cleric isn't a simple concept, it's not even an intuitive genre concept, but a weird D&Dism. But a healer could be (though, like the Pacifist cleric, could be hard to make workable and worthwhile). 0The Slayer is a simple concept. The elementalist (blasts people with their element) is a simple concept.
Hadn't thought of that. Hm.And there's a lot of room for reworking to get a simpler shapeshifter druid.
That seems to contradict the whole point you made before about pre-attack decisions being the critical issue, speaking of which...If you look at my personal irritant of a class, the (Essentials) Hunter, try counting the number of At Will attack options the Hunter has. Two stances, multiplied by five at will attacks (Aimed Shot, Rapid Shot, three separate variations of Clever Shot (Slow/Prone/Push)). And yet. For some people playing the Hunter is a lot more natural than playing a classic Ranger
It doesn't add decision points ahead of making an attack, and the overhead is ticking off one to three uses of a daily that you can decide to use on a miss. You don't even have to choose between it and the encounter power attack that's available on a hit. That seems to fit the desired sort of simplicity you laid out, minimizing multiple-option decision points and eliminating analysis paralysis. And the game is back to being consistent, so practical to balance over a wider range and easier for new players to learn - and combined with similar simplified pre-builds in each source, the desire for a simpler decision tree at chargen no longer makes you a second-class citizen.Indeed. It would also add overhead to the Slayer for the players the Slayer is a good match for, making the Slayer a lot less good at serving players under-served by most normal character classes.