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Forked Thread: Weapon-based At Will powers by weapon group
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4706272" data-attributes="member: 55033"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4706264" target="_blank">Weapon-based at-wills </a></p><p> </p><p>admin, please merge over to 4e Houserules</p><p> </p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p> </p><p> </p><p><strong>Initial Core Stats by Weapon Group</strong></p><p> </p><p>Axe - Constitution</p><p> </p><p>Bow - Dexterity</p><p> </p><p>Crossbow - Intelligence</p><p> </p><p>Flail - Dexterity</p><p> </p><p>Hammer - Constitution</p><p> </p><p>Heavy Blade - Dexterity</p><p> </p><p>Improvised - Wisdom</p><p> </p><p><strong>Light Blade - Dexterity DONE</strong></p><p> </p><p>Mace - Constitution</p><p> </p><p>Pick - Constitution</p><p> </p><p><strong>Polearm - Wisdom DONE</strong></p><p> </p><p>Sling - Intelligence</p><p> </p><p>Spear - Dexterity</p><p> </p><p>Staff - Constitution</p><p> </p><p>Unarmed - Strength</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4706272, member: 55033"] Forked from: [URL="http://www.enworld.org/forum/showpost.php?postid=4706264"]Weapon-based at-wills [/URL] 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. [B]Initial Core Stats by Weapon Group[/B] Axe - Constitution Bow - Dexterity Crossbow - Intelligence Flail - Dexterity Hammer - Constitution Heavy Blade - Dexterity Improvised - Wisdom [B]Light Blade - Dexterity DONE[/B] Mace - Constitution Pick - Constitution [B]Polearm - Wisdom DONE[/B] Sling - Intelligence Spear - Dexterity Staff - Constitution Unarmed - Strength [/QUOTE]
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