The Essentials Fighter

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

4e is two systems mashed together - a rules light narrative system and a high crunch combat system. There's a lot of flexing of gameworlds allowed in rules light systems either by the DM, the players, or both.

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

Both are very simple and vanilla and it's simpler to think about a martial power.

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.

OK. It's not useless (especially with 4e maps that play to the greater mobility and forced movement that normally appears in 4e). Just very edge case if you don't do damage.

The "bonus" word counts for extra attacks. Not for bonus from feats.

"bonus or extra attacks granted by other feats" It's a bonus or extra attacks - both are stopped from any of the named sources as I read it. (I might be wrong about the +4).

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

Yes. What you can't then do is get a bonus or extra attack granted by another feat. No trip and stab from improved trip.

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.

Yes, you can vary it, granted.

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

Oh, the monk is good. The Psion, Ardent, and Battlemind? Not so much.

Point. We need MOAR of this!

That sort of thing is laced throughout 4e. One of the biggest problems is that in 4e you need to be able to read and interpret the mechanics to get at the fluff - and no one ever explains half of it. Which means most of the gearheads I know of (including Logic Ninja of the Batman Wizard fame) have moved over to 4e because we can see what it's doing.

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

Probably sense.
 

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Silence was probably the most broken spell in 3e. It completely ruined every encounter with a spellcaster as an enemy. Seriously broken. I mean seriously broken. Really. Not even a chance for the spellcaster to save or escape if you know how to use it:

- barbarian with a silenced stone in hand following the spellcaster...

- an arrow with silence and trueshot fired into the spellcaster...

- a silenced tanglefootbag

but actually, what does it all have to do with the essential knight/fighter?
 



Neochameleon and I discussed aspects of the edition because are connected with my toughts about the essentials (why this look back, and if is effectively this aspect - the class diversity) to take people away from 4th.

From there, a discussion about WHAT diversity is, and where lies, rises.

I admit that now derailed a bit, but the intention were good - just took a bit to catch the core of the question (see Jack99 posts).

I promise I will be a good boy from now! :)
 
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Let me start with the disclaimer. I like 4e and don't feel that "sameness" that some people complain about, BUT, I can see that some people feel that way and here is the best way I can describe it based on one of my players who bitches about it frequently. Note: This explanation only works if you're familiar with Champions/Hero game system.

Every at-will power in 4e is a 15 point power
Every encounter power in 4e is a 30 point power
Every daily power in 4e is a 45 point power

Further descriptions:

The advent of Minor/Move/Standard for every PC has gotten rid of the difference between magic and weapon users. Since every attack is now a standard action, the only difference between attacks is the "special effect". To further explain this: Your melee basic attack is a 15 point [strength attack] with the "special effect" that you're using a sword. Your wizards magic missile is a 15 point [energy attack] with the "special effect" of "force daggers". In Hero terms both of these attacks are 3d6 (please don't try to compare the damage) or perhaps the magic missile is a 2d6 attack with extended range.

Ultimately my player described 4e characters as "cookie cutter" and while I get that from the unified experience chart/power advancement table such that "all characters are the same" I just don't agree with him that they are because they all DO different things.

You can't pay me enough money to go back to an action system that is different for casters vs. weapon users. I think that the Minor/Move/Standard is an excellent step forward, but if that is the kind of "game world" mechanics difference that some here are looking for then I won't agree with anything you have to say. At a certain point you have to give up simulation for balance or no one wants to play the 1st level wizard and no one wants to play the 20th level fighter or rogue because the wizard makes both of them unneeded. If WotC has somehow come up with a way to give out abilities in a different way, but maintain that balance (at-will/encounter/daily unified advancement chart) I will happily applaud the achievement, but I'm not convinced that that by itself will satisfy those here looking for 4e to have "differing mechanics".

Who wants to play the Rogue in a world of nothing but undead and constructs in 3.5?
 

Neonchameleon said:
Quick question: Are they the same pink? Would a Duchess's Blush by any other name look just as pink?

(I say yes).

That's the point of the stories: the difference is clear to some people, and not to others. To the wife, the shows are indistinguishable, but the pinks are very different. To the husband, the pinks are just pink, and the shows hold a wealth of differences.

They each have their zones of specialized knowledge of which the other is ignorant. The specialized knowledge reveals details the the others don't know about (and don't necessarily care about).

Aegeri said:
I'm sorry but this argument is so massively hollow I cannot accept your premise to begin with. I'm sorry but this argument is so massively hollow I cannot accept your premise to begin with. Everyone that I have ever played 4E with understands the difference between teleporting and shifting. Everyone I've ever played with rapidly understands why teleporting is better than shifting. It is not a subtle difference just to "gearheads". Unless you're playing on planet featureless bowling ball, where immobilize, grab, restrained, line of sight and terrain are irrelevant the difference is inherently obvious.

I get that experiences differ.

But that doesn't make my experiences (or experiences other than your own) somehow invalid.

Clearly, WotC realizes that not everyone who plays D&D wants to study the books like they're physics textbooks, in order to maximize their combat superiority. The distinctions need to be bigger for players who don't care about those differences. There needs to be red nail polish for those who don't care about the subtle differences between two shades of friggin' pink.

Ultimately my player described 4e characters as "cookie cutter"

That's a pretty good term. Whatever frosting you put on them, all the gingerbread cookies are cut from the same mold. That's not enough variety for some people -- especially people that aren't that fond of gingerbread cookies in the first place.
 
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That's the point of the stories: the difference is clear to some people, and not to others. To the wife, the shows are indistinguishable, but the pinks are very different. To the husband, the pinks are just pink, and the shows hold a wealth of differences.

They each have their zones of specialized knowledge of which the other is ignorant. The specialized knowledge reveals details the the others don't know about (and don't necessarily care about).

Yes. But in one of your examples, the product was exactly the same and it was just the bottle that changed. That's not specialised knowledge - quite the reverse.

But that doesn't make my experiences (or experiences other than your own) somehow invalid.

Clearly, WotC realizes that not everyone who plays D&D wants to study the books like they're physics textbooks, in order to maximize their combat superiority. The distinctions need to be bigger for players who don't care about those differences. There needs to be red nail polish for those who don't care about the subtle differences between two shades of friggin' pink.

On the other hand, let's look at what's being talked about. The difference between moving carefully (shifting) and suddenly being in another place in the blink of an eye, missing all the intervening space (teleporting).

If they are visualising the situation at all, the two are substantially different. In one the person moves, in the other he vanishes and reappears. If they are looking at the tactical situation at all, the advantages of not having to move round things in the way are clearly huge some of the time. If you're trying to problem solve, the ability to get past bars or over pits or gaps (or just teleport straight up to the second floor, missing the broken stairs) is useful.

If you can't tell the difference, you are therefore neither visualising the situation and immersing yourself in your character, paying attention to the tactical situation, nor solving problems. So what are you doing at the table? Hanging out, drinking a few beers and having fun with your mates? Nothing wrong with that - but if that's all you are doing then you need an interesting set of rules. Or none at all.

Apparently what you want isn't the difference between pink and red nail polish - this is the difference between pink and black nail polish. You want the difference between pink nail polish and green wallpaper.
 

I get that experiences differ.

But that doesn't make my experiences (or experiences other than your own) somehow invalid.

The only way I can possibly see this being a valid argument is if your DM put you on a blank battlemap with no terrain and the monsters did not grab, restrain or immobilize on any of their powers. There is no other way of visualizing how this could be valid for this specific example, which makes your logic coherent that shifting and teleporting are the same to someone new. If you don't see the difference between a shift and a teleport nothing can convince you why things in 4E are mechanically different.

Shifting requires line of effect (you have to be able to move into and occupy the square you are shifting into).
It can provoke attacks from creatures with immediate actions to shifting (or marks, eg Fighter).
You can't shift while prone.
Shifting still costs 2 squares of movement in difficult terrain (unless you're an Elf).
It doesn't provoke attacks of opportunity normally (but can do in some circumstances).
You can't shift while grabbed, immobilized or restrained.

Let's compare:

Teleporting requires line of sight - but doesn't require line of effect. You can teleport through a window, a keyhole or a portcullis. So long as you can see the destination.
Teleportation is instant, provoking no attacks of opportunity or other abilities. Monsters that attack teleporting characters are immensely rare.
Telportation does not care about the intervening terrain, so you can teleport over hazards, difficult terrain and on top of objects. A 15 ft elevation for example can be easily teleported onto with a teleport 3. Shifting cannot do this period or takes a longer shift.
Teleportation can be performed while prone, you can do it while grabbed, immobilized or restrained.
Teleportation is prevented by being blind, if you can't see where you are going you cannot teleport anywhere.

You are telling me, honestly, that shifting is effectively the same as teleporting and that it is hard to tell the difference?

Really?

Because anyone should be instantly able to tell of those two modes of movement, which is superior in a wider variety of situations. One of these is mechanically immensely distinct from the other. Four total conditions completely stop a PC from shifting, terrain can prevent you from shifting while teleporting is blocked by ONE condition. Teleporting requires only line of sight, so can navigate difficult and hindering terrain (and multiple elevations) in a combat far more easily than a shift - which has nowhere near the mobility.

If you have a DM who uses terrain the difference between shifting and teleporting is night and day.

There needs to be red nail polish for those who don't care about the subtle differences between two shades of friggin' pink.

It's not subtle. This argument you've been using is just not correct and demonstrably so, which is why I just can't fathom why you're clinging to it.

Your example is just plain wrong. This isn't to say you don't have a valid point about other things in 4E, for example the similarity between at-wills of some classes - like a Warlocks Eldritch strike doesn't seem more "Warlocky" than any other Wizard power would seem similar "Warlocky" if you just changed the names around. That's a perfectly valid and reasoned comparison. Claiming that shifting and teleporting are too hard to tell apart though is just unfathomable to me if someone even has a cursory understanding of the two modes of movement. All of my players - the first in real life group I had was four people who had never played any kind of DnD before and 2 from 3rd. Not one would wonder why they would want to teleport (if they could) over shifting, especially because I use a lot of difficult terrain, terrain elevations, hindering terrain and monsters that impose conditions like grab/immobilize/restrained. I mean if the difference here isn't obvious on a cursory reading, it should become immediately apparent after a single session.
 
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You're just wrong and I'm going to say your experience is absolutely invalid because it's just impossible for me to believe it's anywhere near true.

I know its hard to believe that people have experiences that differ from yours, but its okay, we're all different. I get sick on rollercoasters, my best friend loves them. We both tried them and had differing opinions on their outcome.

Some people look at a piece of art and see an expression of man's place in the dystopic modern world; others see a black dot on a white canvas. Its okay, both are valid opinions.

I don't get how anyone could EVER play AD&D 1st edition with its screwed up initiative system, ridiculous level limits, and some of the most broken rules available (hello psionics!) but I understand why some people refuse to play anything but.

Two people can come to any experience and leave with different opinions of what took place. This is true about games, art, or rollercoasters. But to belittle someone for having a differing opinion, or to assume the person is lying, stupid or unworthy of recognition because they disagree is a height of arrogance I usually only see reserved for Politics and Religion (and D&D is neither). I suggest taking a breath and realize what, exactly, you are fighting about. Yes, I include myself in that time-out.

The beauty of Essentials is that is sounds like WotC is addressing the issue of differing experience and granting some of us disenfranchised players a new way to approach 4e; the Knight (so far) sounds much more up my alley than any of the previous defenders so far. Depending on how good these books are, I might actually be tempted to run a 4e game; just to see if the changes fix many of my problems.

We had different experiences, that doesn't make us wrong.
 

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