Talisman wrote:
So, our 3.5 fighter can do the following things: knock people prone (which is objectively better than immobilization or slow), trade accuracy for damage, trade accuracy for defense, disarm, push people around, shove past people, switch to ranged at the drop of a hat.
He can also do the following with less chance of success (but it's still an option): break peoples weapons [sunder], help his buddies [aid another], feint, grapple, fight with two weapons.
Now i know you're reaching when you have to include that last part.
Fighting with two weapons without TWF feats? lol. That just reeks of desperation. Come on man, at least the options i included for my 4E fighter were all realistic powers you may use sometime.
Also 4E gets aid another as well, but you're just never going to use it, because it sucks. An option that sucks ass isn't a real option.
Your character has 6 real options. He can inflict 1 status condition (prone), he can disarm people, he can trade around attack for damage and so forth, and he can push people (though that's all he can do with that action). And he has overrun.
That's not really much compared to the 4E guy who can pull opponents as well as push them. knock them prone, stun them, make whirlwind attacks and heal himself.
Immobilize and slow are mechanically similar, and both are less effective than knocking someone prone.
Similar, but not the same. Each can be useful in different circumstances. If you want to put the guy in a weaker position, prone is best. If you'd rather just stop him from getting to your buddies, I'd much rather go with immobilize or slow, since then he can't just stand up and decide to charge.
"Making accurate attacks" is not an option; it's a function of character build. Gaining regeneration and self-healing are the same thing. Slaying two minions at once can be accomplished with multiple attacks just as easily as with powers.
If you've got a power that gives a bonus to hit, then accurate attacks are an option. Regeneration and healing function a bit differently. Healing is all at once, and regeneration is over time. Also the 3.5 fighter probably can't kill two minions with his two attacks because he dioesn't really fight minions, he fights lower CR enemies, who still cna likely survive one of his attacks.
Note also that most of the 4e fighter's options are single-shot, at least until the next battle - and if you miss, you're screwed.
Actually many of the powers I chose were reliable. Meaning that they don't go away if you miss.
RC, if you prefer 4e, that's fine - play it and have fun. But you're not going to convince us that a 4e character has more options because that's demonstrably not true.
All I see from you is a bunch of handwaving "that's not an option, that's not an option" and what amounts to a complete act of desperation in pulling options out of your ass for the 3.5 figther.
Seriously, you showed just how ridiculous you are when you suggested that your 3.5 fighter could fight with two weapons without taking any TWF feats. I don't think I need to elaborate further. To get that, your hand must have been shoulder deep up your ass.
I mean just step back and think about that for a minute.
No TWF feat... and you think fighting with two weapons is an option.
With great logical points like that, how can I not accept that you're correct?