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At-will class powers ruining my archetypes
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<blockquote data-quote="The Human Target" data-source="post: 4682371" data-attributes="member: 22574"><p>I pretty much completely agree with Obryn.</p><p></p><p>I'm in no rush to return to the days of "my wizard is out of spells, guess I'll start making crappy crossbow attacks."</p><p></p><p>Removing the at-wills gimps anyone who doesn't already use Dex or Str for attacks. And I don't see how removing them and reworking the entire game is the best choice. </p><p></p><p>1. Basic attacks become the vanilla attack as opposed to at-wills.</p><p></p><p><strong>Why is this a good thing? At-Wills allow players to actually do what their class is supposed to do. Who builds a warlock in order to make dagger attacks? </strong></p><p></p><p>2. Different weapons can be used without becoming sub-par options to a classes at-will powers.</p><p></p><p><strong>This is an argument that is true for encounter powers. But name an at-will that actually is affected by weapon selection? Unless you mean you want your cleric to be a master archer as well, but thats just not how the game is designed. As other people have said, make a ranger that eventually multiclasses into cleric. These are just the kind of things that happen in a classed leveled game system. You can't easily get too far out of your role. </strong></p><p></p><p>3. STR and DEX become more important in character creation.</p><p></p><p><strong>Why is this a good thing? They're already very important to a lot of classes. I see them being made dump stats no more or less than any stat outside of CHA. Should we ditch at-wills and make it so that all basic attacks use Charisma instead of DEX or STR so more people choose it at creation? </strong></p><p></p><p>4. Basic attacks are less tactical but speed up real time grind.</p><p></p><p><strong>Do at-wills really slow the game down at all past the first session? At-wills are designed to be easy to use, and super useful. </strong></p><p></p><p></p><p>Also, you might want to check out page 66 of the DMG "Object Immunities and Vulnerabilities." DMs can rule that certain attacks do more or less damage against certain objects. Magic Missiles are basically magical force punches, so its well within the DMs preview to say that no matter how many you cast you can never knock down a stone wall. The same way you can say no matter how many Twin Strikes a Ranger makes an an iron door, the arrows will never wear it down.</p></blockquote><p></p>
[QUOTE="The Human Target, post: 4682371, member: 22574"] I pretty much completely agree with Obryn. I'm in no rush to return to the days of "my wizard is out of spells, guess I'll start making crappy crossbow attacks." Removing the at-wills gimps anyone who doesn't already use Dex or Str for attacks. And I don't see how removing them and reworking the entire game is the best choice. 1. Basic attacks become the vanilla attack as opposed to at-wills. [B]Why is this a good thing? At-Wills allow players to actually do what their class is supposed to do. Who builds a warlock in order to make dagger attacks? [/B] 2. Different weapons can be used without becoming sub-par options to a classes at-will powers. [B]This is an argument that is true for encounter powers. But name an at-will that actually is affected by weapon selection? Unless you mean you want your cleric to be a master archer as well, but thats just not how the game is designed. As other people have said, make a ranger that eventually multiclasses into cleric. These are just the kind of things that happen in a classed leveled game system. You can't easily get too far out of your role. [/B] 3. STR and DEX become more important in character creation. [B]Why is this a good thing? They're already very important to a lot of classes. I see them being made dump stats no more or less than any stat outside of CHA. Should we ditch at-wills and make it so that all basic attacks use Charisma instead of DEX or STR so more people choose it at creation? [/B] 4. Basic attacks are less tactical but speed up real time grind. [B]Do at-wills really slow the game down at all past the first session? At-wills are designed to be easy to use, and super useful. [/B] Also, you might want to check out page 66 of the DMG "Object Immunities and Vulnerabilities." DMs can rule that certain attacks do more or less damage against certain objects. Magic Missiles are basically magical force punches, so its well within the DMs preview to say that no matter how many you cast you can never knock down a stone wall. The same way you can say no matter how many Twin Strikes a Ranger makes an an iron door, the arrows will never wear it down. [/QUOTE]
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