The Essentials Fighter

See, I guess as a dirty old grognard I never groked to the uber-kewlnezz that 4e was. I was unable in grasp the subtle, game-alternating uniqueness of HS+1d6+Wis 2/encounter and HS+Wis 2/encounter makes.

Cure Light Wounds :: d20srd.org

Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Wow, so Bard, Paladin, Ranger, Cleric and Druid are the same class, because they use the same healing spells. How could Monte Cook ever do this to us.

I go take my unwashed self back to the Pathfinder forum and forget about this new Essentials line. I wouldn't get how awesome it was anyway...
Yeah, you don't.

See ya.
 

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Skills matter less because of the 1/2 level thing. Noncombat utility is rare.

Skills certainly matter no less. All the 1/2 level thing does is add in a "seasoned adventurer" bonus, for all intents and purposes. A 12th level fighter, for example, has a better chance of sneaking up on a camp of 1st level kobolds than a 1st level fighter. He's worked in armor a lot more often, he's picked up tips from his companions, he's seen what has and hasn't worked, etc.

On the other hand, a 12th level fighter in heavy armor still has an absolutely horrible chance to sneak up on some 12th level trolls with high perception bonuses, certainly when compared to a 12th level rogue. We're talking about anywhere between a +5 to +14 bonus for the rogue, with the lower boundary comparing a fighter who is built based on dexterity compared to a rogue who doesn't emphasize stealth. A +8 bonus built on top of a moderate DC takes the chance of success from pretty poor to excellent.

Feats.. I concede, when you are not forced to take "fixes". You know what I mean.

Depending on who you talk to, there are anywhere between one and three tax feats, which must be deducted from a pool of 18 feats. Since 3.x is based on a pool of 7 feats, the taxes don't bring them down to 3.5's level

Multiclass is laughable. And one thing is utility spell I can change every day

You can also argue that most multiclass combinations in 3.x were pretty laughable too, but the fundamental point here is that multiclass has a different connotation in 4e than it did in 3.x. Multiclassing in 4e is more like "splashing" a single level of another class in 3.x, with the difference being that most combinations in 4e turn out to be pretty useful, whereas whole classes of combinations in 3.x turned out quite badly for the character.

If you want to take a much more melded combination of classes, you can go hybrid, which truly mixes the classes. Or you can do paragon multiclassing, which mixes things up quite nicely too.

one thing is long rituals I have to pay. We are miles away here.

.... until you progress a few levels past the minimum level of the ritual, at which point it basically becomes free. a 10th level wizard can have floating disc permacast for an absolute pittance. And he doesn't even need to switch out spells.

FYI, the batman wizard is the "good" way to play the wizard. The Wiz that makes the party powerful. The term is not derogatory originally.

The batman wizard has evolved into a derogatory phrase because that style of wizard wasn't just good, he was too good.


These little things (like the spell components, the concentration and the like) make the magic more.. magic. more special and different. And increase my immersion. Can you accept that I would miss them?

The same thing happened in 40k during the 2nd->3rd edition transition. Fundamentally, people wanted different trappings, even if it added complexity to a system that could function perfectly well without it.

In this case, concentration simply became a non-issue after 6th level or so- in some ways, it was a "skill tax"- you really needed to take it, regardless of which spellcasting class you were. And once you took it for a certain number of levels, it was an auto-success, for all intents and purposes.

However, I, for one, understand why you miss it.

Not sure what you meant here, but I meant the combat maneuvers. Instead of say to the DM "I slip through 3 enemies with tumble and strike the ogre" there is a cool power with a cool name that makes the same. And suddenly rogues are no longer boring. I meant this for "pre packaged"

What is the fundamental difference between choosing a skill which allows you to do this and choosing a power which allows you to do this?
 

Glad you even noticed the Wizard and Invoker one. :)

See, I guess as a dirty old grognard I never groked to the uber-kewlnezz that 4e was. I was unable in grasp the subtle, game-alternating uniqueness of HS+1d6+Wis 2/encounter and HS+Wis 2/encounter makes.

Actually, a better comparison would be:

HS+1d6+Wis+1d6+Cha 2/encounter vs HS+1d6+saving throw+temporary hit points.

Cause, you know, classes don't -stop- at level 1 at-will powers. Feats and such kinda jump in there as well, particularily the class-specific ones.

Nor did I ever noticed guff of difference that Scorching Burst and Vangard's Lightning has because, ya know, one does fire and the other lightning (oh, the latter deals Int mod damage to any foe making an OA. I guess that makes VL strictly better...)

If you can't find a difference between 1d6 in a distant area of effect vs 1d6 up close area that pushes a few squares vs 1d6 that sets a minefield that does more damage if they stay vs 1d6 that makes their movement slow so they cannot approach vs 2d4 with a range of 20 than honestly, I don't understand how you grokked the difference between chill touch and shocking grasp, or fire ball and cone of cold, or implosion and finger of death... cause the differences there are about as equivalent.

I go take my unwashed self back to the Pathfinder forum and forget about this new Essentials line. I wouldn't get how awesome it was anyway...

Later, see you in General.

No big.
 

I don't understand how you grokked the difference between chill touch and shocking grasp, or fire ball and cone of cold, or implosion and finger of death... cause the differences there are about as equivalent.
There might indeed be no relevant distinction from Remathilis perspective.

But they have all one in common -they are all Wizard spells. Cleric don't get Cone of Cold and Fireball. Bards don't get it.

But those Healing Powers that were mentioned - they are similar and belong to classes that are supposed to be different.

I think the most unique healing powers are limited to the Shaman and the Artificicer. None of them exactly PHB 1 material.
The Bard adds a tiny difference (it also slides the target 1 square), but not sure that's enough difference to count.)

For Remalithis' education :): Shamans have a Spirit Companion. Their healing power grants one ally to spend a healing surge, and someone adjacent to the Spirit Companion gets a few d6. Still pretty close to what we already got, but I think the tidbit with the companion makes it notable different. THe Artificier basically creates "Infusions" from healing surges. He has two types, and one grants temporary hit points and can be used preventively, basically. So it is notable different from those Heal + d6 healing.
 

False. +-10 is a pretty huge swing. What happens in 3e beyond level 5 or so is that there are effectively two levels of skill. Trained well and don't bother. The 1/2 level thing doesn't make skills matter less. It means that skills remain relevant rather than a binary switch.

Maybe you are right. (IMO, even if some class has too few, you customize better with skill points but whatever).

Only if by Multiclass you mean massively so rather than picking up some skills along the way. In which case you want Hybrid rather than Multiclass.
For multiclass I mean the freedom of build a fighter dipping rogue, vice versa, or a 50:50 fighter/rogue. Puggins indeed raised a good point (see below).


Yes. You don't have to pay for spellcasting in 3e. You do for big spells in 4e. Huge difference.
Well, another generaization here. Sometimes you have to pay for spellcasting in 3.5 and Pathfinder, too. But my point was that each day thay utility for the Ranger would change, raising in number at higher level and increasinglt hugely the flexibility.

It depends where you add diversity whether it's a problem. Adding options that can be chosen for a character is good. Adding options that get added to a character without meaningful penalty is power creep, pure and simple.
Once you open a splatbook, you are not forced to add everything it contains to your campaing. One could even ban core spells, and switch them with non core ones. In that case the splat saves you.. or just allows you to built a different world.

Yes. The Batman Wizard makes the rogue irrelevant and means that all most other people need to do is a mopping up operation. That's damn well played. It also breaks the game. The two are not opposites. The making the other PCs irrelevant is precisely because the Batman Wizard is played so well.
No. The true Batman makes everyone great. if this can be degenerated, I concede. but the fact that several spells in 3.5 needed reworkind, does not mean that I cannot make a spellbook mechanic intersting and flavourful. See, in AD&D IIRC there was a rule about known spells and int score (the wiz int score put a limit). That was a limitation like in 4th, but didn't seem the same way arbitrary.

The bit about the L20 Sorceror with 23 ranks in Knowledge(Arcana)? It's what you wrote. And given the ties to power sources in 4e, claiming this as a 3e fluff advantage is silly.
That started as an example of diversity (how they cast spell and this mechanics make them differen from Wizard and is reflected in monsters).. I don't follow you anymore here :confused:

THEY ARE IN 4E. Components, cost, time to cast. It's called Ritual Casting. And the components there actually matter. As does the skill you use to cast them (and not just whether you can maintain your concentration).

The only time when spellcasting you don't need components and time is for specialised combat magic (OK, Bards and Invokers have no cost for a couple of rituals per day.) Combat magic needs to happen under pressure. The rest of the time the magic is more the way you claim to want it than 3e is.
Components didn't matter before? And the fact that there is not recognizable analogy between rituals and combat magic (combat magic is more similar to the fighter swinging a sword) increases the disconnect for someone.

I want to remind you that our discussion started from this - I was wondering about what make people feel the sameness starting from what I miss from previous edition.. my observations started from the essentials and their "look back" style.. or at least attempt.


Rogues shouldn't be boring in 3e. Or any edition. They excel out of combat. It's the poor fighter in 3e that's tedious at low levels.
I was just joking about the fact that some people (not you, reading the sentence above) finds the rogue very boring in 3rd edition, while two same maneuver (move tumbling and stab) has been merged in one, given a fancy name and WHAM! is suddenly cool.

Again, we played the Fighter class very differently, I'm sure of it. For sure could have been done far better (how feats scale, dead levels), but nevertheless...

(Unless you are talking about class skills amd skill points.. in this case you are right :-S)

You assume 4e has no feats.
Feats in 4th are less a class feature for fighter (barring Essentials ;)). The real maneuvers fighter performs are in the powers. Am I wrong?

Where optimum = forced min-maxing? With feat chains, your feats cease to be so many choices because it's best to run the chains.
So. That's dodge, mobility, spring attack, whirlwind attack, Improved Shield defence, two weapon fighting, shield bash? 8 feats to get an attack mode they do every time? This isn't options you're looking for. It's replacements.
I meant the capstone feat. My bad. And I'm pretty sure that they are even more(out shield defence, add shield slam, power attack, improved bull rush, and maybe improved trip) but is not the point.

But the point is here: the fighter will push people from level 1 with power attack and improved bull rush. And don't start with the argumentation that tide of iron deals dmage - 1st level enemies in 3rd have not the same HP than in 4th, you will bash their skull the round later, for now.

The point is that the way the fighter will play will change dramatically each feat he takes. And the weapon used. The whirliwind above will be very different if using a shield and bull rushes, or a glaive and trip. The glaive itself will switch from control to damage basing on power attack.

And the feats you took to reach this point have a great versatility, too (you can use improved trip with the glaive above, but with the bolas too).

Now, I concede that some feat was lame and remains that way (mobility) :heh:

Have you even read the PHB2? Or know a thing about 4e Sorcerors? There are currently four power sources for sorcerors (Dragon, Cosmic, Chaos, Storm). Each has its own pattern of bonusses and resistances (with resistance being to one of the types that matches a breath type) - and has certain powers with riders if it has that power source. Invokers can directly commune (if weakly) with their God (Hand of Fate free 1/day). And that's before getting into Wrath, Protection, and Malediction aspects and the backlash for malediction.

The PHB 1 classes are the simplest and often blandest (Warlocks are an exception, granted). But if you're going to assume that's all that exists in 4e, I'm going to take you back to 3.0 core. Except with exception based design it's easier to add things to 4e without breaking the game.
Point being that breaking the game is the least of my concerns. I prefer diversity. But I will take a look, because I trust your knowledge of the game.

For sure, make the fisrt core so bland has not been a smart move by WotC part..

And if you want the obscure stuff, you take ritual casting as a feat.
and spend 10 minutes to cast a silence! ;)

Say 99%. At least. All it does is say "The cleric must be nailed down for 1 hour/day along with the wizard".
Different gamestyles: Not surprised we look at the game with different eyes.. ;)

Well, let see what these essentials will do for me or you :)
 
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Seriously, that was really a bad example for an argumentation.
You may have misunderstood my post - I didn't make an argument, I asked a question. Thanks for the answer.


A warlock had class features related to his eldricht lineage. A ranger had nature spells, a companion and track utilities.

Eldricht blast could become an area attack. Ranger could poison his arrows. Mechanics for this were different, kind of damage they dealt (physical, magic) was relevant. Monsters resistances and immunities, damage reduction made them more real, increased immersion. Gameworld mechanics made them feel different.

Be pinned to a wall by a ranged pin arrow from that complete warrior feat, be nauseated by the blast - it felt different. Warlocks were able to become a swarm of critters, rangers had heling spells. Warlock spell- likes caused attacks of opportunity.
This is all interesting stuff (although was PCs poisoining arrows much more common in 3E than in AD&D?). But most of these differences are the same in 4e - resistances, poison, area attacks, pinning (= immobilisation) etc are all part of the game, and warlocks and rangers interact with them reasonably differently. It puzzle me that someone would notice all this stuff in 3E but not notice it in 4e. Conversely, why would someone who doesn't notice it in 4e notice in 3E?
 

I tend to think 4e is somewhat caught in a bit of an in-between point between totally free-form narrative story telling mechanics and the 3.x simulationist sort of legacy of telling you exactly how every little detail of everything was supposed to work.
Now this I love, but unfortunatly still can't XP you at this time!

Only instead of a tension, I like to see it as a synergy - 4e is the narrativist game for those who also love crunchy tactics and character build in their RPG (that's me and my players)!
 

Skills certainly matter no less. All the 1/2 level thing does is add in a "seasoned adventurer" bonus, for all intents and purposes. A 12th level fighter, for example, has a better chance of sneaking up on a camp of 1st level kobolds than a 1st level fighter. He's worked in armor a lot more often, he's picked up tips from his companions, he's seen what has and hasn't worked, etc.

Reading Neochameleon post and yours, I start to see your point of view. But, expanding what I said before, we were talking about customization. I concede that for some gamestyle is more functional, but the 1/2 level could make you knowledgeable of things you never met.

On the other hand, a 12th level fighter in heavy armor still has an absolutely horrible chance to sneak up on some 12th level trolls with high perception bonuses, certainly when compared to a 12th level rogue. We're talking about anywhere between a +5 to +14 bonus for the rogue, with the lower boundary comparing a fighter who is built based on dexterity compared to a rogue who doesn't emphasize stealth. A +8 bonus built on top of a moderate DC takes the chance of success from pretty poor to excellent.
See above. But compared with 3.5 is indeed a give and take, because cross class skills (2 points per rank) were really bad. Indeed, UA and SRD had few variants.

Depending on who you talk to, there are anywhere between one and three tax feats, which must be deducted from a pool of 18 feats. Since 3.x is based on a pool of 7 feats, the taxes don't bring them down to 3.5's level
18 feats on 30 levels vs 11 on 20.

You can also argue that most multiclass combinations in 3.x were pretty laughable too, but the fundamental point here is that multiclass has a different connotation in 4e than it did in 3.x. Multiclassing in 4e is more like "splashing" a single level of another class in 3.x, with the difference being that most combinations in 4e turn out to be pretty useful, whereas whole classes of combinations in 3.x turned out quite badly for the character.
The bolded one is a good point. Expecially regarding gishes. But see, as an example, how Tome of battle managed multiclassing in 3.5 (Warblade/Fighter initiator level = (level in Warblade class + 1/2 Fighter levels). That was a big improvement and let free multiclassing anyway.

(I mean, to be clear, that can be a way to improve multiclass on the 3.5 basis).

If you want to take a much more melded combination of classes, you can go hybrid, which truly mixes the classes. Or you can do paragon multiclassing, which mixes things up quite nicely too.
Not by PH1 (IIRC). And there is not an SRD where I can, say, look for Gestalt rules.

.... until you progress a few levels past the minimum level of the ritual, at which point it basically becomes free. a 10th level wizard can have floating disc permacast for an absolute pittance. And he doesn't even need to switch out spells.
Fair, but the point was comparing the ranger spells in 3.5 with utilities, and how they mad it "different". I want to remind that mine is not free bashing, it started form a concern, see my last post, bolded part.

The batman wizard has evolved into a derogatory phrase because that style of wizard wasn't just good, he was too good.
See above my answer to Neochameleon.

The same thing happened in 40k during the 2nd->3rd edition transition. Fundamentally, people wanted different trappings, even if it added complexity to a system that could function perfectly well without it.
I'm not sure priorities in a boardgame are the same of a RPG.

In this case, concentration simply became a non-issue after 6th level or so- in some ways, it was a "skill tax"- you really needed to take it, regardless of which spellcasting class you were. And once you took it for a certain number of levels, it was an auto-success, for all intents and purposes.

However, I, for one, understand why you miss it.
Well, in that case, fix how concentration work, don't throw the baby with the bathwater*! And I found some ideas behind the ritual very good (see incantations in SRD) but one thing is 10 minutes for a teleport, another for a silence!

* BTW, pathfinder did something about it, but at high level is not enough IMO.


What is the fundamental difference between choosing a skill which allows you to do this and choosing a power which allows you to do this?
This is my point! But if the same maneuvers has a fancy name, suddenly is no longer boring! I was ironic, above (see my answer, on the same topic, to Neochameleon). :D
 

This is all interesting stuff (although was PCs poisoining arrows much more common in 3E than in AD&D?). But most of these differences are the same in 4e - resistances, poison, area attacks, pinning (= immobilisation) etc are all part of the game, and warlocks and rangers interact with them reasonably differently. It puzzle me that someone would notice all this stuff in 3E but not notice it in 4e. Conversely, why would someone who doesn't notice it in 4e notice in 3E?

I restate it again - is not the point of of absence or presence (there are things missing here or there, but is another topic).

In 4th edition, the way powers are conceived and shown is not the same.
My point is that since, just to say, eldricht blast is a spell-like, and the arrow is not, interacts with the gameworld, in both ways (AOO, damage reduction, energy resistance) in a different manner.

Such interaction remains in 4th edition, even if tuned down (cast spells in combat does not cause AOO, but there are monsters with, say, resist fire 10).

The "tuning down" of these mechanics can cause a disconnect from some player like me, that can induce sameness. I was wondering if for someone else is the same.

Expecially seeing the Knight Essentials preview and the Magic Missile retcon, because both seem to "look back".

My question is directly linked to the observation to the Knight preview: but one could even fork the thread if needed, I guess.
 

Such interaction remains in 4th edition, even if tuned down (cast spells in combat does not cause AOO, but there are monsters with, say, resist fire 10).

Sure they do. Most of them anyway. Well, they provoke an OA, which is basically the same as the AoO from the last edition.
 

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