Do note that there's another feat in Arcane Power that does something similar (the curse lasts until you use it to deal extra damage once). If you don't use Arcane Power, it should be alright, though.
No I was not aware of that feat. Since the at-will becomes a 2d10 encounter power, I don't want to give them that.
Perhaps, the feat should allow them to curse someone for the boon bonus when they die but this curse offers no bonus damage to the target this would be 1/encounter.
Actually I like that.
Using a daily power is satisfying, but using an action point well provides a different (though not necessarily better) type of satisfaction, e.g. using one power to cluster your enemies together nicely, and then using an action point to attack them all with an area effect power. The current system allows me to enjoy both types of satisfaction.
I agree the one round haste, is very powerful and can give you a leg up tactically when needed, no argument there. In the case of the game feel that I am going for I think that it is more important for the APs to have a different meaning. I don't want the players to struggle over the choice of burning an AP to haste or burning it to recall a daily. In this case I think thematically it should be limited to the Dailies.
Problem is, you might end up short-changing Wisdom. Perhaps a better approach might be to have Dungeoneering, Heal, Nature and Religion to use the better of Intelligence or Wisdom?
Ah, see I think that WIS based skills get called for all the time (Insight and Perception) and INT based skills rarely get called for as much, this may be dependant on the game. But from my many years of gaming the most called for skill check is a perception type check. So to *balance* the stats skills I would move the "knowledge" skills under one roof. And I understand YMMV.
While I can't think of anything that is truly game breaking offhand, there are epic feats in Martial Power that allow a warlord to affect two targets with inspiring word instead of one, and which allow a character with a martial class to use second wind twice in one encounter (really good for dwarves). This effectively doubles the healing output of such characters and may require the DM to increase the challenge level at the heroic tier in order to keep fights interesting.
I fundamentally believe in the sandbox approach to gaming and giving a minor leg up from accessing 21st level feats at 1st level so be it. The sandbox is out there and they can go play with those tough monsters, if they want...
So, wouldn't a simpler approach be to allow a character with proficiency in the greatsword to use a bastard sword as a greatsword (i.e. it becomes a two-handed weapon and loses the versatile property)?
I have opted to remove my superior weapons as military weapons rules. It just leads to confusion at no new play style or true diversity of options gained. Additionally I know there are new weapons out there that I have not seen yet in AV and this rule might not balance right with them.
He might have to be really liberal with improvisational maneuvering ie page 42 and let my Wizard do improvisational spell attacks since the warriors are all allowed to do it... oooops, guess that isnt on his list. No don't think I would even give it a shot, oiling up the crossbow restringing it, bang. is this the reason I chose a wizard for my character?
I added in the feat that I spoke about in another thread. I'll edit my initial post with the updates. Essentially, it allows an arcane class to get a 1d8 ranged 20 basic attack that uses their prime stat. In this way arcane characters can at-will do a minor [W] like attack.
The only character type this is loyal to the flavor of is a Warrior. It hangs the wizard/sorceror/druid etc out to dry. Nothing prevents one from using the at-will powers to do unusual things ie invoking page 42 effects.
This is true, but the descriptions of the powers often get in the way of page 42 effects and yes I know the descriptions have no effect on game play (and that is too bad btw).
But in any case, why would it be harder for a wizard to use page 42 than for a martial character to? Since you get to use your highest stat for basic attacks, your basic attacks are just as powerful as anyone else's, plus you have cantrips that you can use for improvisational effects.
Basic attacks are effective in this version, now Gandalf can fight with his smarts and Aragorn can fight with his strength and Frodo with his quickness. It is all good, the game should not suffer because of poorly placed stats.
It is not a question power... Basic attacks are all martial in flavor and funtion... I can improvise a nice crossbow shot with my so called wizard
using "Sadrik's neuter the wizard druid warlock rules."
Unlike all the martial classes moves that are improviseable
(which may or may not do a little less damage)
cantrips let me improvise with something which intrinsically
never does damage (nor in RAW has actual combat benefit)
Without some basic arcane attack or ranged arcane attack or basic arcane burst area attack or similar defined wizards are either left resorting to martial flavor or making pretties on the wall.
I would not define them as, "Sadrik's neuter the wizard druid warlock rules" See my edited first post and see how that sits with you.