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What is the essence of 4E?
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<blockquote data-quote="Manbearcat" data-source="post: 7449199" data-attributes="member: 6696971"><p>It was certainly a feeling out process early, but we all adjusted after that. </p><p></p><p>They had:</p><p></p><p>1) Pre-Divine Power Chaladin which featured very poor melee control, single target effects, but Lay On Hands for support.</p><p></p><p>2) A skirmishing Melee/Bow Ranger without Twin Strike, no multi-attacks (just skirmish stuff), but it did have Fox's Cunning immediate Reaction (Encounter).</p><p></p><p>3) A skirmishing Melee/Bow Rogue w/ no multi-attacks.</p><p></p><p>They each took multi-class feats (extra Skill + an ability) at 1st level as these were always the best feats in my game. They did well in 3 Skill Challenges prior to combat (losing probably 6 Surges total in the process). </p><p></p><p>The combat featured multiple Minion Artillery (spread out and protected by terrain features - a few per tree w/ Bees Nests that could be stunted with to AoE the Minions), Grab Grass that would grapple if you fell prone, a Brute that could Prone, and a Controller (Leader) that could Slide + Prone enemies and Slide allies.</p><p></p><p>The lack of breadth of ability in the portfolio of the above collective and the lack of ability to rally was an eye opener. The next group featured our 1st 1-30 game; </p><p></p><p>* A legit melee control Fighter that could skirmish and lock down enemies all over the battlefield</p><p></p><p>* A Twin Strike Ranger who could deploy tons of damage at range and Minion Sweep</p><p></p><p>* A stout Warlord who could wade into melee, inspire to rally, and force multiply the offense and mobility of the prior two.</p><p></p><p>They would have curb-stomped the above level +2 combat.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7449199, member: 6696971"] It was certainly a feeling out process early, but we all adjusted after that. They had: 1) Pre-Divine Power Chaladin which featured very poor melee control, single target effects, but Lay On Hands for support. 2) A skirmishing Melee/Bow Ranger without Twin Strike, no multi-attacks (just skirmish stuff), but it did have Fox's Cunning immediate Reaction (Encounter). 3) A skirmishing Melee/Bow Rogue w/ no multi-attacks. They each took multi-class feats (extra Skill + an ability) at 1st level as these were always the best feats in my game. They did well in 3 Skill Challenges prior to combat (losing probably 6 Surges total in the process). The combat featured multiple Minion Artillery (spread out and protected by terrain features - a few per tree w/ Bees Nests that could be stunted with to AoE the Minions), Grab Grass that would grapple if you fell prone, a Brute that could Prone, and a Controller (Leader) that could Slide + Prone enemies and Slide allies. The lack of breadth of ability in the portfolio of the above collective and the lack of ability to rally was an eye opener. The next group featured our 1st 1-30 game; * A legit melee control Fighter that could skirmish and lock down enemies all over the battlefield * A Twin Strike Ranger who could deploy tons of damage at range and Minion Sweep * A stout Warlord who could wade into melee, inspire to rally, and force multiply the offense and mobility of the prior two. They would have curb-stomped the above level +2 combat. [/QUOTE]
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