JiffyPopTart
Bree-Yark
Eh, +5 to hit and damage (greatsword) vs. +2 hit, +2 damage, maybe Con on miss. Greatsword totally wins.
It's much more than a simple difference of 3 points of to-hit and damage.
Looking at my 11th level Dwarven Battlerager Fighter....
If I use anything but a hammer/mace I lose:
Thunder Hammer Feat: Monster takes -2 penalty to attacks that daze, immobilize, slow, or stun.
If I use anything other than a hammer/axe/mace I lose:
Dwarven Weapon Training Feat: +2 feat bonus to damage.
Bell Ringer Power: 4 points of damage on a hit.
Blinding Smash Power: 4 points of damage on a hit.
Savage Parry Power: 9 points of damage on a hit.
Inexorable Advance: 4 extra points of damage per successful attack.
Knee Breaker: 4 extra points of damage on a hit.
In addition to all the pure math listed above, the whole idea behind my character is to build a sort of defender/controller by picking lots of powers that can move or trap enemies instead of just dealing a lot of damage. If you give me something I am not built for then my whole plan flies out the window and I am left with a fighter with a stack of powers that aren't working for me the way I wanted them to.
One real world example. Which would you rather have as a power? You would think being handed a +3 upgrade is a no brainer but as you can see by the math it's not. This is being generous and saying you are actually going to gain three plusses when realistically you are only going to be given one extra plus with a treasure parcel.
Knee Breaker (w/+2 Cunning Mordenkrad)
+14 to-hit/4d6+15 damage
Target is slowed (save ends). If target is already slowed then target is immobilized (save ends). Saves are made with a -4 penalty.
Knee Breaker (w/+5 Cunning Greatsword)
+18 to-hit/2d10+12 damage
Target is slowed (save ends). If target is already slowed then target is immobilized (save ends). Saves are made with a -2 penalty.
DS