Here's my idea for a create a power system. Basically you take one of the power skeletons and add/subtract attributes whose points values sum up to a certain amount depending or the type of power.
There are 4 power skeletons. 1 for each attack type. Each attack gains a power source keyword (Martial, Divine,...) and an accesory keyword (Weapon, Implement).
Melee
Standard Action, Melee Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Ranged
Standard Action, Ranged Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Close
Standard Action, Close Burst 1
Target: Each creature in burst
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Area
Standard Action, Area burst 1 within 10 squares
Target: Each creature is burst
Attack: Primary Attribute Modifier (PAM) vs Reflex
Hit: 1d6 + PAM damage
2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative.
At-will powers: 1
Encounter powers: 2 in heroic, 5 in paragon, 7 in epic
Daily power: 4 in heroic, 7 in paragon, 9 in epic
Sample Power Modifers
-2: No PAM damage on Hit
-1: Add damage type (fire, necrotic, poison)
-1: Remove Weapon or Implement Keyword
0: Attack targets Fortitude or Will instead of Reflex
0: Ranged 5 instead of Ranged weapon
0: Hit deal 1d6 damage instead of 1W
0: Add damage type (cold, electric, thunder)
1: Blast or Wall instead of burst
1: Hit also pushes the target 1 square
1: Hit also knocks the target prone
1: Hit deals an additional 1W
1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn
1: Hit or Miss causes onging damage 5
1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn
1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn
1: Increase damage dice one size
1: Increase burst or area size by 2
1: Increase Range by 5 squares
1: Ailment lasts until save ends instead or end of turn
1: Hit deals Secondary Attribute damage
1: Add damage type (radiant, acid, psychic)
1: Attack is Realible
1: +2 to the attack roll
1: Attack deal half damage on Miss
2: Attack targets Reflex instead of AC
2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn
2: Additional 1W attack after primary attack
Of course it is up to the DM the allow the attack for balance or sense purposes (Martial attacks dealing fire damage etc).
There are 4 power skeletons. 1 for each attack type. Each attack gains a power source keyword (Martial, Divine,...) and an accesory keyword (Weapon, Implement).
Melee
Standard Action, Melee Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Ranged
Standard Action, Ranged Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Close
Standard Action, Close Burst 1
Target: Each creature in burst
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Area
Standard Action, Area burst 1 within 10 squares
Target: Each creature is burst
Attack: Primary Attribute Modifier (PAM) vs Reflex
Hit: 1d6 + PAM damage
2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative.
At-will powers: 1
Encounter powers: 2 in heroic, 5 in paragon, 7 in epic
Daily power: 4 in heroic, 7 in paragon, 9 in epic
Sample Power Modifers
-2: No PAM damage on Hit
-1: Add damage type (fire, necrotic, poison)
-1: Remove Weapon or Implement Keyword
0: Attack targets Fortitude or Will instead of Reflex
0: Ranged 5 instead of Ranged weapon
0: Hit deal 1d6 damage instead of 1W
0: Add damage type (cold, electric, thunder)
1: Blast or Wall instead of burst
1: Hit also pushes the target 1 square
1: Hit also knocks the target prone
1: Hit deals an additional 1W
1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn
1: Hit or Miss causes onging damage 5
1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn
1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn
1: Increase damage dice one size
1: Increase burst or area size by 2
1: Increase Range by 5 squares
1: Ailment lasts until save ends instead or end of turn
1: Hit deals Secondary Attribute damage
1: Add damage type (radiant, acid, psychic)
1: Attack is Realible
1: +2 to the attack roll
1: Attack deal half damage on Miss
2: Attack targets Reflex instead of AC
2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn
2: Additional 1W attack after primary attack
Of course it is up to the DM the allow the attack for balance or sense purposes (Martial attacks dealing fire damage etc).