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The Essential Knight
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5256198" data-attributes="member: 82106"><p>I agree. Here's another mechanical issue, a charge build. This guy is using MBAs. Charging is power limited by only allowing an MBA. Even if you want to use something better than an MBA you have to at least spend a feat or two to make it effective. As it stands now I don't see anything in the Knight's design that stops him from basically unleashing his most devastating nova on a charge. This is at least a decent amount different from existing classes. Balancing any kind of charge enhancing element is going to be pretty hard with this guy in the game. </p><p></p><p>The problem with "it won't be simpler to run" is that its much deeper than just a couple of fiddly aspects of his aura and stances. The complexity is BAKED INTO 4e. It isn't even just a matter of you have to understand complicated things like how to flank and how immediate actions work, etc. Its the fact that 4e is BUILT AROUND tactical complexity. If you succeeded in making a class that was NOT tactically complex, you aren't playing 4e anymore at all. Either the class is useless because it simply can't do anything interesting OR its horribly overpowered because if a tactically challenge person CAN be effective by just standing in one place and pounding away with a basic attack then a tactically savvy player is going to be totally OP playing the same build because the advantages of good tactics are core features of the rules, not something that comes with a class. </p><p></p><p>I also don't even think this WILL be simpler to run. It will have the ILLUSION of being simpler, but lets consider what powers did for you in that regard. They are packages of effects put together for you. To make the Knight work well he's still got to be able to do the things he could do before, but now instead of having a power that you simply trigger off, you now have to come up with how to do it on your own. Which combinations of these encounter 'buffs' do I use and in which combinations in which situations to kick butt? Its like a 'build your own power' system, but the problem with that is you have to figure out what makes an effective power, EVERY TIME YOU SWING. I don't think this is going to be at all simple to play. I don't think you CAN make a 4e class that is really fundamentally simple to play. The only approach we've seen yet is the bow ranger that just has a single massive damage output power and even the bow ranger isn't dirt simple to play well at higher levels, not compared with the old time 1e fighter for instance.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5256198, member: 82106"] I agree. Here's another mechanical issue, a charge build. This guy is using MBAs. Charging is power limited by only allowing an MBA. Even if you want to use something better than an MBA you have to at least spend a feat or two to make it effective. As it stands now I don't see anything in the Knight's design that stops him from basically unleashing his most devastating nova on a charge. This is at least a decent amount different from existing classes. Balancing any kind of charge enhancing element is going to be pretty hard with this guy in the game. The problem with "it won't be simpler to run" is that its much deeper than just a couple of fiddly aspects of his aura and stances. The complexity is BAKED INTO 4e. It isn't even just a matter of you have to understand complicated things like how to flank and how immediate actions work, etc. Its the fact that 4e is BUILT AROUND tactical complexity. If you succeeded in making a class that was NOT tactically complex, you aren't playing 4e anymore at all. Either the class is useless because it simply can't do anything interesting OR its horribly overpowered because if a tactically challenge person CAN be effective by just standing in one place and pounding away with a basic attack then a tactically savvy player is going to be totally OP playing the same build because the advantages of good tactics are core features of the rules, not something that comes with a class. I also don't even think this WILL be simpler to run. It will have the ILLUSION of being simpler, but lets consider what powers did for you in that regard. They are packages of effects put together for you. To make the Knight work well he's still got to be able to do the things he could do before, but now instead of having a power that you simply trigger off, you now have to come up with how to do it on your own. Which combinations of these encounter 'buffs' do I use and in which combinations in which situations to kick butt? Its like a 'build your own power' system, but the problem with that is you have to figure out what makes an effective power, EVERY TIME YOU SWING. I don't think this is going to be at all simple to play. I don't think you CAN make a 4e class that is really fundamentally simple to play. The only approach we've seen yet is the bow ranger that just has a single massive damage output power and even the bow ranger isn't dirt simple to play well at higher levels, not compared with the old time 1e fighter for instance. [/QUOTE]
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