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The Essentials Fighter
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<blockquote data-quote="Puggins" data-source="post: 5262592" data-attributes="member: 12386"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p> </p><p> .... 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.</p><p></p><p></p><p></p><p>The batman wizard has evolved into a derogatory phrase because that style of wizard wasn't just good, he was <em>too</em> good.</p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>However, I, for one, understand why you miss it.</p><p> </p><p></p><p> </p><p>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?</p></blockquote><p></p>
[QUOTE="Puggins, post: 5262592, member: 12386"] 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. 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 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. .... 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. The batman wizard has evolved into a derogatory phrase because that style of wizard wasn't just good, he was [i]too[/i] good. 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. 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? [/QUOTE]
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