Forked Thread: Weapon-based At Will powers by weapon group

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
 
Last edited:

log in or register to remove this ad

Here's my first crack at powers by weapon type for Polearm Weapon Group, modeled after Cleave and Call of the Beast. Historically, Polearms have the advantage of reach and power. Thus, I've used Burst powers against Reflex (since I assume that it'll bypass AC and require a foe to dodge the blow instead of withstand it through his Armor Class).


Polearm Offense
A wide sweeping blow wounds your foe, and his comrade standing beside
him. The arc of the polearm nearly hews them both in twain.
At-Will
bullet.gif
Martial, Polearm
Standard Action Melee Weapon
Attack: Wisdom vs. Reflex
Hit: Hit: 1[W] + Wisdom modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Wisdom modifier.


Polearm Defense
Standing over your wounded comrade, you sweep outward with your poleaxe. At
first, your foe does not notice the bleeding at his side. As he reaches inward again to
hit your friend, a terrible wound opens along his ribcage.
At-Will
bullet.gif
Martial, Polearm
Standard Action Area Close Burst 1
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: The target can't gain combat advantage until the end of your next turn.
In addition, on its next turn the target takes damage equal to 5 + your Wisdom
modifier when it makes any attack that doesn't include your ally nearest to it
as a target.

Level 21: 10 + Wisdom modifier damage.
 
Last edited:

Light Blade Weapon Group - succinct, logical blows are the strength of the light blade


Light Blade Offense
You catch the troglodyte under the arm, and then in the back.
At-Will
bullet.gif
Martial, Light Blade
Standard Action Melee or Ranged
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] damage per attack.

Increase damage to 2[W] at 21st level.


Light Blade Defense
You prick your foe with the tip of the blade, as an ally follows up
with a meaty swing towards the troglodyte.
At-Will
bullet.gif
Martial, Light Blade
Standard Action Melee
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Dexterity modifier.
 
Last edited:

While I like the fact that naming it weapon-group offense/defense makes remembering the names easy, I'm less enthused about the fact that it'll probably make different weapon types feel more similar.

Defense for an axe? Nonsense. :)

The problem isn't that these are offense or defense powers. These powers fit into the striker/controller/leader/defender roles. You may want to just assign weapon groups one of those categories and then pick from the associated classes.

Nitpicks.
Polearm offense is way too powerful. Compare vs. Cleave. Cleave allows you to hit a single target, and then enemies adjacent to you other than your target take Str damage. Polearm offense is burst 1, so it affects ALL nearby targets with 1[W] + Wis. WITHIN 10 SQUARES? Surely you didn't mean that.
Also is versus Reflex, which is a big bonus. AND gets damage on a miss?

It's just too much. Also, you should have the weapon keyword...

Also, for polearm powers, I'd go with a blast 2 configuration...
 
Last edited:

While I like the fact that naming it weapon-group offense/defense makes remembering the names easy, I'm less enthused about the fact that it'll probably make different weapon types feel more similar.

Defense for an axe? Nonsense. :)

The problem isn't that these are offense or defense powers. These powers fit into the striker/controller/leader/defender roles. You may want to just assign weapon groups one of those categories and then pick from the associated classes.

Nitpicks.
Polearm offense is way too powerful. Compare vs. Cleave. Cleave allows you to hit a single target, and then enemies adjacent to you other than your target take Str damage. Polearm offense is burst 1, so it affects ALL nearby targets with 1[W] + Wis. WITHIN 10 SQUARES? Surely you didn't mean that.
Also is versus Reflex, which is a big bonus. AND gets damage on a miss?

It's just too much. Also, you should have the weapon keyword...

Also, for polearm powers, I'd go with a blast 2 configuration...

I didn't include roles because I wanted to open the doors for all classes to fall back onto At Wills whenever their Encounter or Daily power are used. This also allows for innate fighting versatility amongst classes, which seems to be missing from 4e (and railroaded into powers).

If I assigned them by role, then there really isn't a need for creating at wills by weapons. Might as well use the at wills as-is wholesale. ;)

Fixed mistyped the damage in there for Polearm Offense. It should function akin to Cleave, with exception that it goes against Reflex.
 

This also allows for innate fighting versatility amongst classes, which seems to be missing from 4e (and railroaded into powers).

If a barbarian wants to stop doing massive damage, he should start by putting away his greataxe. Every class already has a primary and a secondary role. Picking a weapon group could give a third role or reinforce a current role. I don't see a lack of options that way.

Fixed mistyped the damage in there for Polearm Offense. It should function akin to Cleave, with exception that it goes against Reflex.

You still have within 10 squares for the polearm defense.
Light blade offense is a dual-wielding requirement, which leaves no single-wielding light blade power...

Okay, how about instead of "offense/defense", you use "attack/maneuver". These powers aren't really defenses anyways.
 

Pets & Sidekicks

Remove ads

Top