jaer wrote:While some had some power-overlap, none were identical in race or powers. They all play very different (which the other DM and I use compare).
Class features tend to determine all of the difference in how a class plays. The resource management tends to be identical however, as everyone has identical at-wills/encounters/dailies.
They play different yes, but so would a fighter with a reach weapon and one without, even if they had similar powers. And two players will often have different tactics.
Likewise, many classes have options and status effects other classes do not. Warlock powers tend to be single target ranged powers while sorcerers use bursts and blasts which make them
feel very different.
But they're not really.
jaer wrote:Fighters have a lot of dailies that are stances--some start with an attack and they you enter the stance, providing a bonus that lasts all fight or until you change stance.
jaer wrote:Warden's have polymorphs, which are similar to stances, but the bonuses they get are very different and the Warden gets a special one-time use attack while polymorphed, at any time during the encounter. The playstyle between these two classes feels very different in reading them to me.
Which isn't very interesting or unique if both of them have it. Rangers also have stances.
Stances are also a fairly unspectacular mechanic, as it's a constant bonus that won't stack with your other constant bonuses.
jaer wrote:Barbarians have the Rage powers which they can "cash in" to add damage to other attacks. Sorcs have powers that are changed by if the die roll is even and odd. Divine Power added to Invokers a bunch of powers that put a negative effect on the invoker when used (the invoker is immobilized until the end of their next round or take on-going damage as long as the effect on the enemy lasts). As far as I know, this is unique to this class.
Interesting sub-mechanics all, but hardly something that makes the class radically different.
jaer wrote:I disagree that they waited until Monks and Psions to make the mechanics for classes different.
That's nice.
Too bad the designers admitted it. In design articles for the psion they admitted the first 2 PHBs played it safe and they now felt comfortable to play with the system.
Look how radically different the resource management is on the psion. They have to weight the pros and cons of power points and dailies. They have this flexibility beyond the other classes.
Now think about how a barbarian might work if it
gained rage the longer the fight went on, slowly increasing or altering their power. Or if they gained rage in response to attacks so their basic attacks became teh equivalent of dailies.
jaer wrote:I like that the resource management isn't soley on the spell casters anymore--nor can a character fully deplete themselves to uselessness--and that every source book isn't improving wizards and clerics because they have new and better spells while fighters and other melee classes were left in the dust (until 3.5 PHB2), only getting cooler through magic gear.
But you still NEED the magic gear, which is even more essential to your character. Heck, at first level 4/5ths of the party get a magic weapon or armour and as early as level 2 someone gets a +2 item.
And instead of wizards and clerics getting something every book it will be one book every 2-3 years. There was nothing for human fighters in PHB2 at all.
jaer wrote:They've balanced out the power additions and, with PrCs gone, less power gaming.
It's alive and well. Visit the WotC character optimization boards to see some disgusting combinations of gear/paragon paths/ and feats.