Daniel D. Fox
Explorer
Forked from: Weapon-based at-wills
admin, please merge over to 4e Houserules
I am now in the process of defining at-wills by weapon groups. I plan to make two at-wills available with each weapon; one which will be offensive and one which will be defensive (perhaps immediate reactions). The at will powers will be modeled after existing at wills and have a standardized naming convention as to eliminate confusion on the part of players.
Here is a rough draft of the weapon groups and associated ability. Note that I took the examples from page 77 of the PHB in order to keep some semblance of consistency with the Fighter class, and added a stat governing Slings, Crossbows, Unarmed and Improvised weapons.
Note that I will be eliminating the "strength for thrown/melee, dexterity for ranged" application entirely, instead switching this out to the governing stat by weapon type. I feel this is perfectly balanced, given that a weapon's at wills are available if you pick up the weapon and are proficient with it (meaning a player could have a virtual bevy of at will options, particularly amongst the Fighter, hearkening to older editions). It also keeps things simple...which I like.
Characters can still lean on their Encounters and Dailies to have their primary core stats gover their to-hit/damage (and likely should pick up weapons that also take advantage of primary stats), but will open up options across all classes for versatility.
Initial Core Stats by Weapon Group
Axe - Constitution
Bow - Dexterity
Crossbow - Intelligence
Flail - Dexterity
Hammer - Constitution
Heavy Blade - Dexterity
Improvised - Wisdom
Light Blade - Dexterity DONE
Mace - Constitution
Pick - Constitution
Polearm - Wisdom DONE
Sling - Intelligence
Spear - Dexterity
Staff - Constitution
Unarmed - Strength
admin, please merge over to 4e Houserules
I am now in the process of defining at-wills by weapon groups. I plan to make two at-wills available with each weapon; one which will be offensive and one which will be defensive (perhaps immediate reactions). The at will powers will be modeled after existing at wills and have a standardized naming convention as to eliminate confusion on the part of players.
Here is a rough draft of the weapon groups and associated ability. Note that I took the examples from page 77 of the PHB in order to keep some semblance of consistency with the Fighter class, and added a stat governing Slings, Crossbows, Unarmed and Improvised weapons.
Note that I will be eliminating the "strength for thrown/melee, dexterity for ranged" application entirely, instead switching this out to the governing stat by weapon type. I feel this is perfectly balanced, given that a weapon's at wills are available if you pick up the weapon and are proficient with it (meaning a player could have a virtual bevy of at will options, particularly amongst the Fighter, hearkening to older editions). It also keeps things simple...which I like.
Characters can still lean on their Encounters and Dailies to have their primary core stats gover their to-hit/damage (and likely should pick up weapons that also take advantage of primary stats), but will open up options across all classes for versatility.
Initial Core Stats by Weapon Group
Axe - Constitution
Bow - Dexterity
Crossbow - Intelligence
Flail - Dexterity
Hammer - Constitution
Heavy Blade - Dexterity
Improvised - Wisdom
Light Blade - Dexterity DONE
Mace - Constitution
Pick - Constitution
Polearm - Wisdom DONE
Sling - Intelligence
Spear - Dexterity
Staff - Constitution
Unarmed - Strength
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