The Essentials Fighter

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).
Spells still provoke OAs, if they are a ranged or area attack. So the result is still the same, it's just that the steps there are a bit different.

As for why close attack spells don't provoke, think about it. If you're about to get Thunderwaved in the face, you're too busy dodging.

In 3rd edition, it was quite a big deal if an ability was a spell, a spell-like ability, a supernatural ability, an extraordinary ability, or just an ability. 4th edition did away with that distinction, and the game still works. I like simplicity in my games.
 

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

But they trigger because are ranged, area attacks, or because they are magic and need concentration?

Pay attention - my point is not to praise or bash the goodness of the simplification, because has several good sides.

My point is find the source of the sense of disconnect and of the sense of sameness. I want to be sure that this is a clear thing, no intention of make a self-feeding rant.

EDIT: same answer for mkill. BTW, thanks both for the answer - in this way we caught the core of the question.
 

While I HATE to miss out on a challenge, I'm going to for one reason; I have no idea what 1/2 those things DO anymore!

I pretty much described them in the post. Commander's Strike and Direct The Strike both mean that an ally makes a basic attack instead of me making an at will (useful when the ally in question is normally an Avenger with a fullblade or a Str 20 Fighter with an axe and I've just got a longsword and Str 18). Brash assault is a gamble - I attack my foe and he can choose to attack me with combat advantage (and a basic attack). If he does, one of my allies can attack him with combat advantage and a basic attack. Powerful Warning is an encounter power - an interrupt giving the triggering attack -2 to hit (meaning I can convert a hit to a miss on an ally) and giving the targetted ally a free melee basic attack. And my daily allows me to as an interrupt run over to a fallen ally, attack the person who hit them and shield them so they can get back up.

Are you going to tell me that any of that sounds like a cleric?

Based on the handful of abilities that were in PHB1, MP, and EPG, I found the three classes didn't feel diverse enough. If, by the time of paragon levels with a full DDi subscription and 2 years of books this doesn't hold water, I simply claim to be behind the times.

The build I presented was up to date - but was a build for a first level character.

See, I quit sometime last summer. My warlord was 95% PHB1 (with one MP power, I think it was his 3rd level encounter power), my cleric was 100% PHB (plus Selune's Channel Divinity) and the Artificer was 100% Eberron Players Guide. No domain powers, no skill swap utility powers, no Style Feats (except for a few in Dragon) no hybrid classes, etc.

Almost all of my comparisons have assumed the default 2 builds in their core book introduction without a giant influx of supplemental material. I'm well aware a tempest fighter is different than a greatweapon one, a beastmaster ranger doesn't play like a archer, and summoning went a long way to making the wizard stand out against the invoker and druid. Yet when I played in those early days (When the PHB and a couple of dragons was it) I didn't see any quantifiable difference in those classes. Apparently WotC has gone a long way to making those distinctions more pronounced, at the cost of $30 a hardback and $10 per month.

One thing that's been fascinating to watch is how much the game design has improved over the two years 4e has been out. The classes in the PHB2 are generally a lot more distinct and interesting than those in the PHB1 (that said, the PHB1 classes have had a lot done to them with the splatbooks whereas the PHB2 classes need it less). And for the record just buy a 1 month DDI subscription and download the character builder.

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).

Small dip = multiclassing (which works for that), 50/50 = hybrid (or paragon multiclass). What you can't do easily is 60/30.

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.

There is a point there. And a spellcaster busy really taking off in power level at the same time.

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 limitation is different. In 4e, I expect most paragon wizards to be able to cast every wizard at will and most of the encounter powers. However, what it will take is scrabbling through his/her spellbook and going through the casting ritual. The powers listed aren't the limit to his/her casting - they are simply the spells he/she focussed on and practiced enough to memorise all the complex movements and then train them down to be cast in a matter of seconds. If it takes you 30 seconds to look up the ritual, it's not a combat ability.

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:

That how you cast spells and the mechanics are more different in 4e. (And besides, "Cast spells like a dragon" is one thing - "Cast spells like a dragon, a sylph, and two dozen other unrelated monsters" is another). You're changing the game for flavour. Which is fine. But not a 3e specific advantage or 4e specific disadvantage.

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.

If you want combat magic to seem magical, don't do it in combat. Combat magic all needs to be fast and almost reflexive or you end up dead because it will take the fighter seconds to slit your throat.

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.

You have a point there :)

Feats in 4th are less a class feature for fighter (barring Essentials ;)). The real maneuvers fighter performs are in the powers. Am I wrong?

Feats are modifiers, yes.

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.

Um... yeah. Which means that for now, any attempt at pushing with bull rush is strictly inferior to simply bashing their heads in. It's an option for a fighter to jump around the battlefield on a pogo stick. But it's not worth listing because it isn't a good one. Likewise the capstone feats being powerful vastly restrict what's worth doing.

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.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. - D20 SRD

How will it be different? Given that you're not allowed to use bonus or extra attacks on the Whirlwind Attack. No cleave. No bonus from Bull Rush or Improved Trip - and a Bull Rush is a standard action, a Whirlwind Attack is a full round attack and the two do not combine. Likewise on the Improved Trip with the glaive, you do not get the +4 bonus and you do not get the extra attack from improved trip (having forfeited both for the Whirlwind Attack).

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

Throw in dodge. And you can't spring attack and take a full round attack meaning that it's situational at best above fifth level. (Which is to me damning on how fun 3e is - once full round attacks become worthwhile the fighter's best plan is to stay in position).

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.

Thanks and point :) WoTC have learned what they can do over time with 4e. PHB2>PHB1 (And the Seeker and Monk from the PHB3 are great - I'm just not a fan of psionics). MM3>MM2>MM1. MP2>MP1 (Didn't think I'd like Martial Power 2 - but the Brawler Fighter, the Hunter Ranger, the Battlefront Leader Warlord and the Archery Warlords are all great).

and spend 10 minutes to cast a silence! ;)

Same name, different spell. Silence in 4e is social intrigue/anti-eavesdropping. In 3e my bard used to use it as a counterspell/mage-killer. (Ready Silence, throw it at the wizard's feet).

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.

They do in 4e - and even have differently based to hit rolls. (Eldritch Blast isn't stopped by armour which is why it attacks reflex).

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).

Casting close combat spells in combat doesn't cause AoO. Trying to shoot a bow in combat does. Just means Wizards have got smarter about their spells.
 

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.)

Each leader class has feats that modify its healing power in unique ways. Sure, they do start similar to each other for PH1 classes, but that doesn't mean they have to stay that way. (And flavor-wise they're very different.)

Also, that slide 1 makes a "tiny" difference that can save your character's butt. It once did for my ardent/bard. :)
 


But they trigger because are ranged, area attacks, or because they are magic and need concentration?

Pay attention - my point is not to praise or bash the goodness of the simplification, because has several good sides.

My point is find the source of the sense of disconnect and of the sense of sameness. I want to be sure that this is a clear thing, no intention of make a self-feeding rant.

EDIT: same answer for mkill. BTW, thanks both for the answer - in this way we caught the core of the question.

What might be a disconnect for you, just makes more sense to others. For me, it is only logical that some spells (those that have been "invented" to be used up close and personal) do not provoke OA's, instead of some rule that states that all magic provokes OA's. I mean, you would think that those wizards, who tend to be pretty smart, could come up with ways of casting magic without getting hit on the head constantly. I can't see either why spells that are cast so quick that they can stop an attack (Shield for example) should provoke an attack.

But that's just me. You obviously see things differently, which is fine. To each his own.
 

Spells still provoke OAs, if they are a ranged or area attack. So the result is still the same, it's just that the steps there are a bit different.

As for why close attack spells don't provoke, think about it. If you're about to get Thunderwaved in the face, you're too busy dodging.

Also to me Thunderwave is about as uncontrolled a wizard power as you get. No subtlety. No tracing arcane symbols. Just Blam! - a raw discharge of uncontrolled power to throw people away from you. Doesn't take long or require you to take your eyes off anyone. So there's no reason it should give an AoO.
 


I thought this was about essentials and the rest of 4e. Why is there a discussion about 3e vs 4e?

Some people think essentials is going to turn 4E into 3E or some nonsense (which it won't). Some of the mechanics of essentials are a bit more like older editions, like Magic Missile being a low damage automatic hit power and the Knight being focused around making basic attacks without dailies like a regular fighter. What I've seen of essentials thus far is still basically 4th edition DnD mechanics, but some different interpretations for better (I think the Cleric/Mage sound pretty awesome) and worse (I think the Knight sounds like crap on a stick). The core concepts here are unmistakably the same as the rest of 4th edition though.

Additionally it doesn't actually change anything that's already out in 4E or make it irrelevant though. So if you like some aspects of essentials you can easily take it and ignore what you don't like. Now how essentials design will influence the future of the game will remain to be seen. I for one am only going to relax when I see a release schedule with more awesome hardcover books in the lines of Draconomicons, Demonomicon, Open Grave and similar coming back. If these disappear then I'm going to get upset.
 

Small dip = multiclassing (which works for that), 50/50 = hybrid (or paragon multiclass). What you can't do easily is 60/30.

This is why I cited ToB. Of course is a case of take and give.

There is a point there. And a spellcaster busy really taking off in power level at the same time.

I just don't play that way. I of course recognize the issue - just don't agree with the cure.

The limitation is different. In 4e, I expect most paragon wizards to be able to cast every wizard at will and most of the encounter powers. However, what it will take is scrabbling through his/her spellbook and going through the casting ritual. The powers listed aren't the limit to his/her casting - they are simply the spells he/she focussed on and practiced enough to memorise all the complex movements and then train them down to be cast in a matter of seconds. If it takes you 30 seconds to look up the ritual, it's not a combat ability.

Ok, but it seems to me that you are fitting the gameworld to explain the mechanics. I like the explanation, though.

That how you cast spells and the mechanics are more different in 4e. (And besides, "Cast spells like a dragon" is one thing - "Cast spells like a dragon, a sylph, and two dozen other unrelated monsters" is another). You're changing the game for flavour. Which is fine. But not a 3e specific advantage or 4e specific disadvantage.

I see. Well, that was an example - I hope the "bolded part" thing and my answer to Jack99 will make things more clear.

If you want combat magic to seem magical, don't do it in combat. Combat magic all needs to be fast and almost reflexive or you end up dead because it will take the fighter seconds to slit your throat.

Maybe, but then one could explain the "sameness" feel of the power, because "walks and quacks" like a martial one.

Um... yeah. Which means that for now, any attempt at pushing with bull rush is strictly inferior to simply bashing their heads in. It's an option for a fighter to jump around the battlefield on a pogo stick. But it's not worth listing because it isn't a good one. Likewise the capstone feats being powerful vastly restrict what's worth doing.

Environment matters. Pits, traps. And one could just push to pull the ogre away from the rogue and put it in the mouth of the barbarian. Or is needed to put him away harmlessly.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. - D20 SRD

How will it be different? Given that you're not allowed to use bonus or extra attacks on the Whirlwind Attack. No cleave. No bonus from Bull Rush or Improved Trip - and a Bull Rush is a standard action, a Whirlwind Attack is a full round attack and the two do not combine. Likewise on the Improved Trip with the glaive, you do not get the +4 bonus and you do not get the extra attack from improved trip (having forfeited both for the Whirlwind Attack).

The "bonus" word counts for extra attacks. Not for bonus from feats. And are anyway extra attacks from haste and such. I keep the doubt on AOOs, but a recent discussion in the Paizo board convinced me that are allowed.

BTW, since now trip is a mere attack, you can combine it without doubts with a whirlwind.

Throw in dodge. And you can't spring attack and take a full round attack meaning that it's situational at best above fifth level. (Which is to me damning on how fun 3e is - once full round attacks become worthwhile the fighter's best plan is to stay in position).

3.5 dodge was lame, point. PF one is better (because of CMD) even if not great - and mobility remains lame. Point. And yeah, a standard action whirlwindwould not be game breaking that much, at least at high levels. I disagree on full attacks, but would need a whole thread on old fighter builds!

Regardless, above I meant is that you could use all the feats to reach that maneuver (WA) before you take it (you don't use bull rush or trip only with shields and whirlwind). You can use the same weapon for different things (what I said about power attack/trip and glaive). And the same move (WA) is VERY different if used with standard attacks, trips, or a cinematic AOE shield bash.

Thanks and point :) WoTC have learned what they can do over time with 4e. PHB2>PHB1 (And the Seeker and Monk from the PHB3 are great - I'm just not a fan of psionics). MM3>MM2>MM1. MP2>MP1 (Didn't think I'd like Martial Power 2 - but the Brawler Fighter, the Hunter Ranger, the Battlefront Leader Warlord and the Archery Warlords are all great).

I actually apreciated a lot the idea of the psionic monk, by fluff. Let see.

Same name, different spell. Silence in 4e is social intrigue/anti-eavesdropping. In 3e my bard used to use it as a counterspell/mage-killer. (Ready Silence, throw it at the wizard's feet).

:D yeah, was good to skip encounter too (cfr: noisy clerics) or to shut down monsters calling for reinforcements. But good for some social intrigue too. 6 seconds are less than 10 minutes!

They do in 4e - and even have differently based to hit rolls. (Eldritch Blast isn't stopped by armour which is why it attacks reflex).

Point. We need MOAR of this!

Casting close combat spells in combat doesn't cause AoO. Trying to shoot a bow in combat does. Just means Wizards have got smarter about their spells.

Let's agree to disagree on a lot of things once again ;)?
 

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