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The Essentials Fighter
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<blockquote data-quote="Aegeri" data-source="post: 5257651" data-attributes="member: 78116"><p>Wait until you realize this class is cut off from all its "at-will" powers when dazed, so ends up stuck in one stance all combat if they get dazed repeatedly (which can happen to a defender). Wizards have managed to make the first class in 4E that cannot use its at-will powers when dazed (or has reduced actions). That's not what I call "great" class design.</p><p></p><p>Not to mention if they take a better daily stance like Rain of Steel or Avalanche from the standard fighter, they won't be able to use any of their at-will stance powers - so they'll be stuck making a very unexciting basic attack all encounter. Of course that something like Rain of Steel is far and away better than a simple cleave or +2 damage is pretty clear - it's just the regular fighter gets that PLUS an excellent encounter length stance. I think it has been mentioned that they can take fighter powers, so if they can and they take stances, their entire "class" idea goes down instantly.</p><p></p><p>Personally from what I've seen of the Knight I think it's a boring class both to play and have at the table. It also isn't anywhere near "simple". People pretending this is simple aren't considering all the explanations you will need to give players, like needing minor actions to switch stances and that their aura excludes marks while not being a mark (so won't interact with things that interact with marks, like Mark of Warding). Not to mention that when said PC falls unconscious their aura deactivates, requiring a minor action to reactivate it as well (presumably with standing up). </p><p></p><p>Further, powers that are required to be used when you use other powers - like the additional 1[w] power are harder to explain again. Because now you're dealing with interrupt like mechanics, making it just as complicated as the traditional fighter. I've seen new PCs get very confused - just as confused with other powers - about the Half-Orcs furious assault. I don't see how this is any different.</p><p></p><p>To be honest, I still haven't seen a coherent argument why this is simpler to play. I can make a fighter that any new player can play easily. It uses 2 at-wills that are simple to grasp (Reaping Strike and Cleave), it has a 2[W] encounter power and a 3[W] daily. None of these powers have any particularly special effect whatsoever, meaning that the player just uses them and rolls the correct dice. Not to mention they don't get cut off from half their powers when dazed.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5257651, member: 78116"] Wait until you realize this class is cut off from all its "at-will" powers when dazed, so ends up stuck in one stance all combat if they get dazed repeatedly (which can happen to a defender). Wizards have managed to make the first class in 4E that cannot use its at-will powers when dazed (or has reduced actions). That's not what I call "great" class design. Not to mention if they take a better daily stance like Rain of Steel or Avalanche from the standard fighter, they won't be able to use any of their at-will stance powers - so they'll be stuck making a very unexciting basic attack all encounter. Of course that something like Rain of Steel is far and away better than a simple cleave or +2 damage is pretty clear - it's just the regular fighter gets that PLUS an excellent encounter length stance. I think it has been mentioned that they can take fighter powers, so if they can and they take stances, their entire "class" idea goes down instantly. Personally from what I've seen of the Knight I think it's a boring class both to play and have at the table. It also isn't anywhere near "simple". People pretending this is simple aren't considering all the explanations you will need to give players, like needing minor actions to switch stances and that their aura excludes marks while not being a mark (so won't interact with things that interact with marks, like Mark of Warding). Not to mention that when said PC falls unconscious their aura deactivates, requiring a minor action to reactivate it as well (presumably with standing up). Further, powers that are required to be used when you use other powers - like the additional 1[w] power are harder to explain again. Because now you're dealing with interrupt like mechanics, making it just as complicated as the traditional fighter. I've seen new PCs get very confused - just as confused with other powers - about the Half-Orcs furious assault. I don't see how this is any different. To be honest, I still haven't seen a coherent argument why this is simpler to play. I can make a fighter that any new player can play easily. It uses 2 at-wills that are simple to grasp (Reaping Strike and Cleave), it has a 2[W] encounter power and a 3[W] daily. None of these powers have any particularly special effect whatsoever, meaning that the player just uses them and rolls the correct dice. Not to mention they don't get cut off from half their powers when dazed. [/QUOTE]
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