Hack and Slash: Generic Powers for Martial Characters

Tequila Sunrise

Adventurer
I have simple tastes; I like damage dice and lots of 'em. Often when making a PC, I want a simpler list of options -- but not Essentials simple. I want encounter and daily attacks, but I don't want to track in-game effects or search through a zillion powers to find the few that basically amount to "deal a lot of damage." Especially when I'm making companion characters as a DM!

Hack and Slash is a compilation of high-damage no-maintenance generic build powers. Each of the 34 powers lack a level; you give them levels by simply adding damage dice according to a table. It's that simple.

I'd appreciate input about overall balance, and anything else you want to say: Hack and Slash!

Doc updated on 20 December.
 
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Maybe you're playing the wrong class?

I'm serious. Seems like something like the slayer rather than the fighter is more your bag. Something that would not suit your philosophy would be Dizzying Blow (daily, 5th-level, 2[W] + Strength and the victim is immobilized [save ends]), which is great for locking down the enemy but does less damage than "Brute Strike".

Now onto the PDF itself:

A note on power names. Having several versions of "Hack" is confusing. They can have names like "Tempest Hack", "Great Weapon Hack", etc. The expanded name still tells you what the power does, but also for which build/class it's used for.

Battlerager:
Bash does exactly what it should do. I don't know why it has the invigorating keyword, when it doesn't provide temp hp. Typo?

Smash doesn't really work. Ongoing damage until the end of the next term doesn't make sense in-game, in part because there's no way to stop it; it would make more sense to just say +8 damage. Ongoing damage with no other effects is simple too; you might as well make it ongoing 5 (or more) damage [save ends]. And on that note, "smash" implies a bludgeoning weapon. While you could dish out internal bleeding with a hammer, this sounds it should work with a slashing weapon more.

Arena Fighter:
Same with Hack, except there's no flavor concern. Gladiators making opponents bleed is part of their flavor, and I was a little disappointed that WotC didn't give out such powers in 4e, although they're "role-locked" into that. ("Crack the Shell" still works for them.)

Brawling:
Hack and Hold: I assume that brawling fighters always let go of their opponent at the end of their turn, so no balance comments there. I would make this an attack vs Reflex (perhaps without a weapon bonus to hit) as wearing heavy armor would not stop someone from grabbing you.

Great Weapon:
The Great Weapon Fighter is perfect. I like how Hack gives you options, instead of making you pick through a bunch of nearly-identical powers.

Guardian Fighter:
Guardian Fighter: I would use Strength to determine how far an opponent is pushed, and make attacks vs Fort (since being sturdy lets you resist bull-rush like attacks). Otherwise fine. Note that this isn't "slayer-like", but guardian fighter implies defensive anyway.

Beast Master:
Hack and Claw. I'd let the companion shift 1, even though that's making the power a bit more complicated. I'm a little worried the companion will often end up "out of position" and a free shift also makes it easier to flank.

Melee Warlord:
I like how Hack doesn't force you to go digging for options. :) Hack is probably better than Slash here though.
 
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A note on power names. Having several versions of "Hack" is confusing. They can have names like "Tempest Hack", "Great Weapon Hack", etc. The expanded name still tells you what the power does, but also for which build/class it's used for.
Good point!

Battlerager: I don't know why it has the invigorating keyword, when it doesn't provide temp hp. Typo?
Most invigorating attacks seem to lack a direct source of THPs. If you're a battlerager though, you get them if you miss with any inviging attack.

Smash doesn't really work. Ongoing damage until the end of the next term doesn't make sense in-game, in part because there's no way to stop it; it would make more sense to just say +8 damage. Ongoing damage with no other effects is simple too; you might as well make it ongoing 5 (or more) damage [save ends].
Yeah for most games, 'ongoing damage until the end of the target's next turn' can be treated as 'extra damage at the start of the target's next turn.' But I'm using the Complete 4th house rule in which miscellaneous extra saves can end UNT effects. (This HR really helps in boss battles if ya write elites and solos with extra start-of-turn saves rather than save bonuses!)

Anyway, I didn't make arena hack's ongoing damage a (save ends) thing because despite certain wizard spell erratas, I think (save ends) is best reserved for daily powers.

And on that note, "smash" implies a bludgeoning weapon. While you could dish out internal bleeding with a hammer, this sounds it should work with a slashing weapon more.
You have a point, but if I restricted my current two arena powers to slashing weapons, I'd be obligated by OCD to write two more bludgeoning powers for the build. :erm: If someone were to give me a good suggestion for such a pair of powers...

Arena Fighter:
Same with Hack, except there's no flavor concern. Gladiators making opponents bleed is part of their flavor, and I was a little disappointed that WotC didn't give out such powers in 4e, although they're "role-locked" into that. ("Crack the Shell" still works for them.)
I know, it's weird right? I was looking thru the arena fighter section of the DS book, and it wasn't until the high levels that I found a single ongoing damage power. I thought why aren't there more of these?! It seems like such an obvious shtick for the arena build.

Brawling:
Hack and Hold: I assume that brawling fighters always let go of their opponent at the end of their turn, so no balance comments there. I would make this an attack vs Reflex (perhaps without a weapon bonus to hit) as wearing heavy armor would not stop someone from grabbing you.
I can see your logic; on the other hand, these powers are only 50% grabbage, so to speak. The other half is typical fighter hackage.

Guardian Fighter: I would use Strength to determine how far an opponent is pushed, and make attacks vs Fort (since being sturdy lets you resist bull-rush like attacks). Otherwise fine. Note that this isn't "slayer-like", but guardian fighter implies defensive anyway.
Good call on the Strength-pushing. I have similar fence-sitting feelings about vs. Fort than the vs. Ref issue. Especially considering the number of high-Fort foes that fighters try to lock down.

Beast Master:
Hack and Claw. I'd let the companion shift 1, even though that's making the power a bit more complicated. I'm a little worried the companion will often end up "out of position" and a free shift also makes it easier to flank.
I don't mind shift effects because they're instantaneous, but I don't think it's necessary in this case. Rangers share move actions with their pets, so achieving flankage isn't any harder than any other two allies.

Melee Warlord:
I like how Hack doesn't force you to go digging for options. :) Hack is probably better than Slash here though.
Glad you like the Great Weapon and the Warlord hacks. :) I'm puzzled why you think the warlord hack is better than the slash though.
 

Most invigorating attacks seem to lack a direct source of THPs. If you're a battlerager though, you get them if you miss with any inviging attack.
I guess that's why I figured Crushing Surge (an at-will) was the most broken battlerager power :)

Anyway, I didn't make arena hack's ongoing damage a (save ends) thing because despite certain wizard spell erratas, I think (save ends) is best reserved for daily powers.

It would make things simpler, but IMO ongoing damage is a lot weaker than an ongoing effect like immobilize.

I know, it's weird right? I was looking thru the arena fighter section of the DS book, and it wasn't until the high levels that I found a single ongoing damage power. I thought why aren't there more of these?! It seems like such an obvious shtick for the arena build.

To be fair, they probably made a mistake by making the Arena Fighter theme a defender theme rather than a striker theme. (As in, making it a theme to make a defender more like a striker.)

Good call on the Strength-pushing. I have similar fence-sitting feelings about vs. Fort than the vs. Ref issue. Especially considering the number of high-Fort foes that fighters try to lock down.

Fighters also have to deal with skirmishers. IMO that's their "other" main function. Lock down brutes, but also NPC rogues.

Glad you like the Great Weapon and the Warlord hacks. :) I'm puzzled why you think the warlord hack is better than the slash though.

Both give the same leader bonus; an ally gets a basic attack. However, the ally gets a damage bonus with Hack but not with Slash. (True, the warlord does more damage with Slash and does half damage on a miss, but that seems more like a daily vs encounter effect. Or in other words, the "rider" for Hack is better than the "rider" for Slash, when taking into account what you're giving up to use them.)
 

I guess that's why I figured Crushing Surge (an at-will) was the most broken battlerager power :)
Yeah I kinda get the sense that someone at WotC was really in love with the battle rage concept -- maybe one of those dam dwarf-lovers! -- and the tempest concept was just because "We need another new build so um, lets throw those dual-wielding fans a bone. And then nerf it into even more suckage later."

Fighters also have to deal with skirmishers. IMO that's their "other" main function. Lock down brutes, but also NPC rogues.
Good point. I think my updated brawling and guardian powers are a good solution. :)

Both give the same leader bonus; an ally gets a basic attack. However, the ally gets a damage bonus with Hack but not with Slash. (True, the warlord does more damage with Slash and does half damage on a miss, but that seems more like a daily vs encounter effect. Or in other words, the "rider" for Hack is better than the "rider" for Slash, when taking into account what you're giving up to use them.)
Oh okay. I guess I'm puzzled why your 'Hack > Slash' perception is limited to the warlord powers; 'cause they all have the same build-riders-are-for-encounter-powers-silly-rabbit design.
 

Oh okay. I guess I'm puzzled why your 'Hack > Slash' perception is limited to the warlord powers; 'cause they all have the same build-riders-are-for-encounter-powers-silly-rabbit design.

Going over some of the powers again, the Battlerager Bash seems weaker than Hack (the first does bonus Con damage, the second doesn't). At lower levels Bash could do even more damage than Hack, which is just wrong, depending on how high your Con is and what kind of weapon you're using.

Same with Great Weapon; you do either bonus damage or knock an opponent prone with Hack but there's only bonus damage with Slash.

I guess I'm saying it's odd that the daily abilities are less complex than the encounter abilities in many cases; since you use dailies less often, it's okay if they give more complicated effects.
 



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