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<blockquote data-quote="Imaro" data-source="post: 5375270" data-attributes="member: 48965"><p>I definitely agree with your first statement. As far as the dailies/martial thing goes... I think that I actually, overall, like the essentials design better... not because I think wizards should rule (and honestly I would have rather seen this particular point addressed in the fighters access and number of skills, but that's another can of worms that everybody seems ok with for some reason.)... but because some of my players do not find the tactical combat to be the most enjoyable part of the game. </p><p> </p><p>They want to contribute sure, but that doesn't mean they feel like playing D&D chess every time combat rolls around. I am finding in actual play that the essentials martial classes are pretty well designed and do not in any way lag behind the wizard or anybody else and that for some the limited options allow them to both build a better character and play it more effectively than a plethora of options would do. I know I find it much easier to explain and help a new player or younger player deal with and track the Knight's aura than the classic fighter's marking + combat superitority... this in turn creates a smoother and more enjoyable experience for both of us. Different strokes and all I guess.</p><p> </p><p>Side Note: From a personal PoV I don't like the aesthetics or simplistic implementation of Daily martial powers. I would have rather had a system where a player had a chance to pull off a "Daily" more than once in a day (perhaps some type of random recharge mechanic) but might not be able to pull it off at all on a different day... The way they are designed now just feels artificial to me and I don't really like it.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5375270, member: 48965"] I definitely agree with your first statement. As far as the dailies/martial thing goes... I think that I actually, overall, like the essentials design better... not because I think wizards should rule (and honestly I would have rather seen this particular point addressed in the fighters access and number of skills, but that's another can of worms that everybody seems ok with for some reason.)... but because some of my players do not find the tactical combat to be the most enjoyable part of the game. They want to contribute sure, but that doesn't mean they feel like playing D&D chess every time combat rolls around. I am finding in actual play that the essentials martial classes are pretty well designed and do not in any way lag behind the wizard or anybody else and that for some the limited options allow them to both build a better character and play it more effectively than a plethora of options would do. I know I find it much easier to explain and help a new player or younger player deal with and track the Knight's aura than the classic fighter's marking + combat superitority... this in turn creates a smoother and more enjoyable experience for both of us. Different strokes and all I guess. Side Note: From a personal PoV I don't like the aesthetics or simplistic implementation of Daily martial powers. I would have rather had a system where a player had a chance to pull off a "Daily" more than once in a day (perhaps some type of random recharge mechanic) but might not be able to pull it off at all on a different day... The way they are designed now just feels artificial to me and I don't really like it. [/QUOTE]
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