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<blockquote data-quote="resistor" data-source="post: 4280604" data-attributes="member: 9142"><p>First, I said thematically. There was certainly mechanical variation. My issue was that that was the ONLY difference.</p><p></p><p>No, cleave and shield bash were ok. I still don't know how a reaping strike differs from just, y'know, hitting them with your sword. It actually seemed worse, to me, with the rogue, at least in the demo game. All of his powers seemed to amount to "I be sneaky to hit them harder." I know he was using two or three different ones, but honestly I could only tell them apart by their mechanical effects.</p><p></p><p></p><p></p><p>In games that feature aggro, the purpose of "tank" characters is to get all the monsters to attack them, so everyone else can shoot/blast/kill them w/o being attacked. The fighter's "convince them not to attack anyone else" powers push a similar strategy.</p><p></p><p></p><p></p><p>I think the real issue is deeper: 4e makes simulationist play, or play with strong simulationist tendencies harder, by virtue of applying a separate ruleset to PCs as to non-characters. A lot a people who are into "detailed" world building have a simulationist streak, so this ticks them off.</p><p></p><p></p><p></p><p>Yes. See the Captain in Lord of the Rings Online. For one without a monthly fee, see the Paragon in Guild Wars: Nightfall.</p><p></p><p></p><p></p><p>Unfortunately, not so much. I think such things might still be available if you get the "collector's edition" sets. Those usually include more detailed game guides/manuals and poster maps, etc.</p></blockquote><p></p>
[QUOTE="resistor, post: 4280604, member: 9142"] First, I said thematically. There was certainly mechanical variation. My issue was that that was the ONLY difference. No, cleave and shield bash were ok. I still don't know how a reaping strike differs from just, y'know, hitting them with your sword. It actually seemed worse, to me, with the rogue, at least in the demo game. All of his powers seemed to amount to "I be sneaky to hit them harder." I know he was using two or three different ones, but honestly I could only tell them apart by their mechanical effects. In games that feature aggro, the purpose of "tank" characters is to get all the monsters to attack them, so everyone else can shoot/blast/kill them w/o being attacked. The fighter's "convince them not to attack anyone else" powers push a similar strategy. I think the real issue is deeper: 4e makes simulationist play, or play with strong simulationist tendencies harder, by virtue of applying a separate ruleset to PCs as to non-characters. A lot a people who are into "detailed" world building have a simulationist streak, so this ticks them off. Yes. See the Captain in Lord of the Rings Online. For one without a monthly fee, see the Paragon in Guild Wars: Nightfall. Unfortunately, not so much. I think such things might still be available if you get the "collector's edition" sets. Those usually include more detailed game guides/manuals and poster maps, etc. [/QUOTE]
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