Voss wrote:No they do not. They can set a feat on fire to get a *+1* to damage rolls if they happen to be holding a second weapon, but thats it.
There are very obscure situations where it's worthwhile, but mostly it's just throwing away +2ac and +2reflex. I'm talking to Talisman, and apparently being suboptimal doesn't matter to him. Hence the feint discussion.
Voss wrote:Ranged weapons are similar... they can do a basic attack with one, but in 4e you never want to do that.
I think this one is legit. The 4e fighter prefers melee to ranged, but if the enemy are spotted at a distance, for example, then a heavy thrown weapon is a sensible addition to the available options. Certainly I wouldn't make a 4e fighter without giving him some way to make ranged attacks.
Talisman wrote:By RAW, saying "I know how to build ships" does exactly jack shit.
DMG p11 talks about precisely how a character's background can let them do stuff. The example is a blacksmith's child, not a shipbuilder's child, but the same applies. If a character's background does jack shit in 4e, the DM is doing it wrong.
Talisman wrote:RC mentioned a terror weapon. A 4e fighter is just as likely to have a vicious weapon, which deals extra damage on a crit. that's not an option, since it happens randomly and only does extra damage.
I mentioned a terror weapon, as it happens. I think it's reasonable that, out of 5/6 magic items at level 9, a 4e character will likely have some that increase his options. Of 20 sample magic weapons, just four don't provide options: vicious, pact blade, magic, and lifedrinker.
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4e combat options for the 9th level fighter.
Note that I'm taking Reaping Strike as the human at-will, rather than Sure Strike, since RC already picked Precise Strike as an encounter power. It's not optimal, but I don't want to confuse.
I'm not including movement and such.
Powers, Feats, and general actions:
1. Immobilise.
2. Slow.
3. Knock Prone.
4. Push single target.
5. Pull multiple targets.
6. Whirlwind attack.
7. Attack two mobs at once.
8. Self-heal for temporary hit points.
9. Self-heal for real hit points.
10. Gain regeneration.
11. Activate a defensive stance.
12. Sacrifice accuracy for damage.
13. Sacrifice damage for accuracy.
14. Do guaranteed damage.
15. Charge.
16. Apply extra damage to a single target of his choice.
17. Push people around on an opportunity attack.
18. Take a defensive stance.
19. Increase defences by losing an attack.
20. Grab.
21. Spend an action point.
22. Make ranged attacks.
23. Fight with two weapons.
Skills:
24. Stabilise a dying ally.
25. Bring a dying ally right back into the fight.
26. Grant ally a free saving throw.
27. Somersault over an enemy (or perform another acrobatic stunt)
28. Climb, Jump, Swim.
29. Force a bloodied enemy to surrender (or otherwise intimidate them)
30. Stealth
31. Disable a trap (as part of a larger combat).
32. Feint
33. Know a monster's name, type, keyword, and powers.
34. Combat diplomacy.
35. Active perception against stealthy monsters.
36. Aid Another.
Magic items: 6 magic items. Per the discussion above, 80% of magic items provide an option of some kind, so around 5 options.
Total: 41.
Now, some of these are bullshit, or you might consider as variations of the same thing, or just sub-optimal. Plus, I've stacked the deck a little by not being stupid and taking Brute Strike, Bruter Strike, and Even Bruter Strike as my daily powers. Regardless, most of them aren't bullshit, and they're all better than feint at a -1 modifier.