I have seen an idea where multiple usage of the same strategy was penalized with a simple penalty... the second time in a row -1, third -2, fourth gives combat advantage etc, admittedly I keep finding reasons for characters to have more at-wills so the players even ones such as your spamming ranger will have enough options to capture his imagination even if the elements are pre-planned. The in game world rationale is the character has become predictable and the enemy is exploiting it.
Too bad they did not take this approach with the RAW.
I don't know, I definitely prefer three or four reusable, all-purpose abilities instead of a laundry list that more than doubled all of the possible options available to me in combat. Especially since combat usually only lasts like what, five rounds normally?
It's easier to design, easier to balance, and keeps you from having another 20 abilities cluttering up a character sheet.
Another important thing to remember is that called shots/improvisation/nonstandard actions can be just as easily done with at-wills as with basic attacks.
Another important thing to remember is that called shots/improvisation/nonstandard actions can be just as easily done with at-wills as with basic attacks.
For example, the only difference between a Twin Strike and a basic attack is that (1) you attack twice instead of once and (2) you don't add your ability modifier to damage. Neither of these prevent you from doing a called shot or whatever with a Twin Strike, and in fact it might even generate MORE possibilities for "creative" usage. For example "There's two ropes holding that curtain up, I'm going to use Twin Strike to shoot out both of them so it falls down on top of the BBEG."
Instead you get two spammable, niched powers.I don't know, I definitely prefer three or four reusable, all-purpose abilities
Instead you get two spammable, niched powers.
Instead you get two spammable, niched powers.