Ltheb Silverfrond
Explorer
Well, one thing I noticed, is that, for weapon powers, if you take the pure-damage daily power of a given rank, then it, by virtue of average damage (assuming D8s here, but the math doesn't change much), a Daily power should deal 1/8th of a regular monster's (of equal level) life. However, the progression gets a bit off ~ 31, and monster HP usually will pull ahead. If you want to keep the ratio about the same, adding 1[W] per 15 levels (or 2[W] every 30) as some sort of tier bonus keeps the math exactly the same. Note that it probably isn't necessary: damage adds from strength, and a magic weapon, etc, will likely make up the difference. Plus higher level characters have more resources than a lower level character, so the difference between taking away 1/8th of the monster's life and taking away 1/9th of it's life can be handwaved.
As for point-buying powers: I am hesitent on this, simply because almost all point buy systems are unbalanced. There usually is one set of choices that are superior to all others. Example: If I were using the Hypothetical 4E Immortal's power builder, and wanted to make an ultra-you-wish-you-were-dead-ray, I'd forgo as much damage as possible for as many conditions as possible. Starting with: Prone-Blind-Weakened-Daze-Marked - Try attacking after taking a -6 vs me, -8 vs anyone but me, and you only get one action, and it does half damage. Plus, you grant combat advantage to pretty much everyone. (You may be immune to some of those conditions, but there could always be more) I'd gladly take a power that did that + puny damage and three other competative damage dealing powers. (Now, obviously whatever fluff reason for this power better be good)
If your plan is to have a point-buy power builder, then be careful. As for conditions, my personal order of evilness: (excluding instant-wins like unconcious or petrified)
1. Weakened - Makes any character useless.
2. Immobilize - Ruins pure melee threats. (Happened to my Dwarven Ranger last Wednesday!)
3. Blind - Hit rate goes from good to terrible in an instant; plus defeats rogues.
4. Stunned - Obvious cheese here. Nobody likes being stunned.
The rest of the conditions: Deafened, Dazed, Marked, Prone, and Slowed, seem to be weaker, but they are not always. (Daze plus prone means choosing between attacking and having less terrible penalties next turn)
As for point-buying powers: I am hesitent on this, simply because almost all point buy systems are unbalanced. There usually is one set of choices that are superior to all others. Example: If I were using the Hypothetical 4E Immortal's power builder, and wanted to make an ultra-you-wish-you-were-dead-ray, I'd forgo as much damage as possible for as many conditions as possible. Starting with: Prone-Blind-Weakened-Daze-Marked - Try attacking after taking a -6 vs me, -8 vs anyone but me, and you only get one action, and it does half damage. Plus, you grant combat advantage to pretty much everyone. (You may be immune to some of those conditions, but there could always be more) I'd gladly take a power that did that + puny damage and three other competative damage dealing powers. (Now, obviously whatever fluff reason for this power better be good)
If your plan is to have a point-buy power builder, then be careful. As for conditions, my personal order of evilness: (excluding instant-wins like unconcious or petrified)
1. Weakened - Makes any character useless.
2. Immobilize - Ruins pure melee threats. (Happened to my Dwarven Ranger last Wednesday!)
3. Blind - Hit rate goes from good to terrible in an instant; plus defeats rogues.
4. Stunned - Obvious cheese here. Nobody likes being stunned.
The rest of the conditions: Deafened, Dazed, Marked, Prone, and Slowed, seem to be weaker, but they are not always. (Daze plus prone means choosing between attacking and having less terrible penalties next turn)