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<blockquote data-quote="pemerton" data-source="post: 6825447" data-attributes="member: 42582"><p>I don't agree with this conclusion.</p><p></p><p>Generally speaking, D&D does not have a tight action economy except during combat. So action surge, which buffs the character's action economy, is generally useful only during combat.</p><p></p><p>And during combat, as a general rule the best contribution to success that the fighter can make is by attacking and trying to deal damage.</p><p></p><p>Hence, action surge is primarily a damage-boosting ability.</p><p></p><p>That's not to say that that is <em>all</em> it can do - and I'm sure there are times when players use action surge to do support-y things like helping (eg there's only one chance to shoot the dragon with the dragon-slaying arrow) or healing (eg there's only once chance to stop a fellow PC from dying), etc. But that it has these other uses doesn't change the fact that its typical use - given its location within the combat-centric action economy, and given the nature of the contribution that fighter's are typically best-placed to make in combat - is a damage-dealing one.</p><p></p><p>This is something of a tangent, but:</p><p></p><p>* Replacing magic items in 4e with a fixed, level-based bonus is so trivial that it was being discussed online within days of the core books being released, before becoming an "official" option in the DMG2.</p><p></p><p>* The only real difference in 4e between a defender and a controller is that the former acts in melee rather than at range - the distinction, therefore, is mostly a legacy one, intended to preserve the classic D&D contrast between the fighter and the wizard. I can tell you from experience that a fighter with multi-target attacks (generally in the form of close bursts) can absolutely function as a (melee) controller. And a good athletics score together with an ability like Mighty Sprint can generally solve the issue of action at a distance.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6825447, member: 42582"] I don't agree with this conclusion. Generally speaking, D&D does not have a tight action economy except during combat. So action surge, which buffs the character's action economy, is generally useful only during combat. And during combat, as a general rule the best contribution to success that the fighter can make is by attacking and trying to deal damage. Hence, action surge is primarily a damage-boosting ability. That's not to say that that is [I]all[/I] it can do - and I'm sure there are times when players use action surge to do support-y things like helping (eg there's only one chance to shoot the dragon with the dragon-slaying arrow) or healing (eg there's only once chance to stop a fellow PC from dying), etc. But that it has these other uses doesn't change the fact that its typical use - given its location within the combat-centric action economy, and given the nature of the contribution that fighter's are typically best-placed to make in combat - is a damage-dealing one. This is something of a tangent, but: * Replacing magic items in 4e with a fixed, level-based bonus is so trivial that it was being discussed online within days of the core books being released, before becoming an "official" option in the DMG2. * The only real difference in 4e between a defender and a controller is that the former acts in melee rather than at range - the distinction, therefore, is mostly a legacy one, intended to preserve the classic D&D contrast between the fighter and the wizard. I can tell you from experience that a fighter with multi-target attacks (generally in the form of close bursts) can absolutely function as a (melee) controller. And a good athletics score together with an ability like Mighty Sprint can generally solve the issue of action at a distance. [/QUOTE]
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