First, truth is, there really aren't that many "spells" (and I have to assume here you are incorrectly using that word to refer to all implement powers) that don't inflict damage.
Secondly, this logic of this argument is kinda questionable. If you picked a non-damaging power, you hopefully employed enough judgment to accept that you're getting a benefit that's worth foregoing the damage provided by other powers (said benefit typically being to give somebody else a good opportunity to inflict more damage on the target). And in so doing you're not just foregoing the damage expressly mentioned in those other powers, but also any damage boosts they might receive from class features, racial features, feats, magic items, utility powers, and anything else that might come down the pike.
Just one moment, please. We HAD to have fullblades and greatbows? A six-foot long sword or bow doesn't cut it? Gotta find another way to add a foot or two, or it simply isn't proper sword-and-sorcery?
What's that I hear someone say? Fullblades HAD to come into existence to give the greatsword the same boost that the longsword got from bastard swords? And of course, then we HAD to have greatspears, executioner axes, and mordenkrads to let other weapon groups keep up with the boost to heavy blades? And then to balance ranged weapon attacks against all those superior melee weapons, we HAD to have greatbows? It's all one big domino effect?
True, very true. Now don't you see where this is going? The genie is out of the bottle. We HAVE to have superior implements to give the lads with the wands and staves and totems a damage boost that they need so badly. In fact, they need it most of all, since implement damage is trailing behind weapon damage even when compared to those measly, worthless military weapons that no self-respecting ranger would be caught dead with. Even a lame old greataxe does a d12 damage--virtually unheard of in any implement-using powerset! For an implement-user, getting to roll a d10 is the epitome of raw power. For a weapon-user, it's a paycut you gracefully accepted because you want to use a shield.
Bad design is putting such discrepencies in place to begin with. Bad follow-up design is deciding not to address a major discrepency for fear that it might result in some minor discrepency. Right now, the damage of an implement-user is devalued in its relation to weapon damage, and that's much more prominent than the argumentative devaluement of a smattering of hedge powers.The point still stands, its not good design to railroad powers into only one possible viable way of working. If you haven't paid attention one of the primary complaints with 4e is the virtual impossibility of making decent non-damage-centric powers and every "lets throw a bit more bonus damage on them" rule just makes the situation worse. Its bad design, pure and simple.
I would've snipped this quote down a bit, but I want to present it in its full glory for what it comes across as: two huge paragraphs of pure conjecture about what's "inevitable" what's "unnecessary", and trying to pass off this "mandatory" stratification as taking precedence over game balance. The discrepency between weapons and implements, on the other hand, is a matter of math. Let me go ahead and just crush your whole supposition: I'm asking for a really, really huge wand, or anything else that'll fix the damage discrepency. Other people in this thread are asking for it. So, there you go.This is a straw man argument. I never mentioned fullblades and greatbows. However if you actually take a minute to examine the situation you will see that 3 grades of weapons are a logical and even necessary outgrowth of the game design. Simple weapons pretty much have to exist as "those weapons pretty much anyone can pick up and use with minimal training". Military weapons then simply must exist as the contrasting set of weapons most people aren't exposed to without training and won't normally know how to pick up and use to full effectiveness. Superior weapons naturally then arise as that class of weapons that even your ordinary warrior won't instantly be familiar with. Its simply the natural consequence of the whole design. Its possible they could have done away with the whole notion of these weapon grades and just had every class spell out an exhaustive list of what weapons they could use (not great if you consider new ones are likely to be added).
Now, I can think of other alternate possibilities but fullblades and greatbows certainly work. Notice they weren't even included in the core rules and I suspect the original design never contemplated them. Because weapons have a lot of factors attached to them it was possible to easily extend the base weapon system to accomodate a class of weapons that really can be thought of more as trading a feat for even greater weapon skill. Its also kind of inevitable that players will want to have "a really really huge sword" vs just "a great big sword". Again this kind of logic does not apply at all to implements. Nobody asks for "a really really huge wand".
OK, I'm game. let's look past damage. What else do you want to look at? You've already had it explained to you that it's fallacious to suggest that weapon-users can't inflict status conditions, or attack multiple targets, or NADs. So, are you just in denial? What assets put them on the "high side on day 1"?Except that the powers spellcasters are using were DESIGNED with that in mind. You're fixated on the size of damage dice and you aren't looking past that. Spellcasters are doing fine. They are quite effective. In fact I would say they were almost a bit on the high side on day 1, especially at higher levels where conditions and other effects still predominate over raw damage.
Y'know, I feel pretty good about saying that even though magic missile does a whopping d4 more damage than a dagger, the rogue still comes out ahead in the deal by virtue of getting his BA for free while the wizard had to cough up one of his two at-wills.Have you met the dagger-rogue's basic attack?
Perhaps the point was that the Rogue has to make his BA with a non-optimal stat score in melee.
Just like the Cha Paladin, the Shielding Cleric, etc.
Jay
Fair enough. Basic attack problems exist for some weapon-users. But which commodity is more finite: a feat, or an at-will power?Perhaps the point was that the Rogue has to make his BA with a non-optimal stat score in melee.
Just like the Cha Paladin, the Shielding Cleric, etc.
Perhaps the point was that the Rogue has to make his BA with a non-optimal stat score in melee.
Bad design is putting such discrepencies in place to begin with. Bad follow-up design is deciding not to address a major discrepency for fear that it might result in some minor discrepency. Right now, the damage of an implement-user is devalued in its relation to weapon damage, and that's much more prominent than the argumentative devaluement of a smattering of hedge powers.
I would've snipped this quote down a bit, but I want to present it in its full glory for what it comes across as: two huge paragraphs of pure conjecture about what's "inevitable" what's "unnecessary", and trying to pass off this "mandatory" stratification as taking precedence over game balance.
OK, I'm game. let's look past damage. What else do you want to look at? You've already had it explained to you that it's fallacious to suggest that weapon-users can't inflict status conditions, or attack multiple targets, or NADs. So, are you just in denial? What assets put them on the "high side on day 1"?
The class I've been playing since day 1 is the warlock. Its damage output is quantifiably awful compared to virtually any weapon-using class, not even other strikers. The counter-argument I hear is that the warlock has all these great status effect powers that the weapon-using classes lack. In reality, that's a canard that's easily exposed once the rogue runs up and bonks the BBEG over the head and knocks it unconsious, typically sentencing it to death. Then he'll throw a blinding barrage, and the ranger will toss out wolverine's strike, and the claim that weapon-users don't get AOE comes crumbling apart.
But the dagger rogue gets two free basic attacks, a ranged one and a melee one. The ranged one is pretty good (especially when he can sneak attack with it) and while the melee one ordinarily isn't very good (unless he's a brutal rogue), there's a feat for people that are desperate for melee basic attacks. Pretty sure there's no feat to give casters ranged basic attacks, not even a 'ranged training' for wis to bow attacks etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.