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<blockquote data-quote="Jhaelen" data-source="post: 5338709" data-attributes="member: 46713"><p>Well, a common feature of powers for weapon using classes that target a NAD is that they're dealing less damage than powers of the same level that target AC. But they also often have effects you couldn't achieve with any other power (of that class and level). E.g. the fighter's at-will attack power 'Knockdown Assault' targets Fort and only deals Strength modifier damage, but it also knocks the target prone and it can be used in place of a basic attack when charging. Now, you could argue that these additional effects are not worth giving up your weapon damage, but that's just a matter of preferences.</p><p></p><p>When I am picking at-will powers for my pcs I tend to pick one that deals good damage and one that is either reliable or has another useful effect.</p><p></p><p>However, note that my answer was in reply to this:</p><p>There aren't any classes that are always attacking AC. Hence, the proficiency bonuses on weapons don't have to make up for anything when you pick powers attacking NADs. </p><p></p><p>These powers are designed to hit more reliably than powers of implement users. This advantage in reliability is lost, if they don't use the power with a weapon. But they're still exactly as reliable as an implement power targeting the same NAD.</p><p></p><p>That's the point I was trying to make. </p><p></p><p>I was not trying to argue that weapon users are as effective without weapons as they are with weapons, I was arguing that weapon users aren't 'completely hosed' without weapons. </p><p></p><p>I've seen quite a few battles where the most important thing a fighter was doing was making sure the right opponent was always marked. Damage is not the most important feature of a fighter.</p><p></p><p>Obviously for a rogue there are different priorities. That's why I was (implicitly) suggesting to allow a rogue to treat certain improvised weapons as if they belonged to a weapon group (e.g. slings, maces, light blades) required to use their powers. </p><p>Thanks again to Saeviomagy for (explicitly) suggesting how to change the rules to make it work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5338709, member: 46713"] Well, a common feature of powers for weapon using classes that target a NAD is that they're dealing less damage than powers of the same level that target AC. But they also often have effects you couldn't achieve with any other power (of that class and level). E.g. the fighter's at-will attack power 'Knockdown Assault' targets Fort and only deals Strength modifier damage, but it also knocks the target prone and it can be used in place of a basic attack when charging. Now, you could argue that these additional effects are not worth giving up your weapon damage, but that's just a matter of preferences. When I am picking at-will powers for my pcs I tend to pick one that deals good damage and one that is either reliable or has another useful effect. However, note that my answer was in reply to this: There aren't any classes that are always attacking AC. Hence, the proficiency bonuses on weapons don't have to make up for anything when you pick powers attacking NADs. These powers are designed to hit more reliably than powers of implement users. This advantage in reliability is lost, if they don't use the power with a weapon. But they're still exactly as reliable as an implement power targeting the same NAD. That's the point I was trying to make. I was not trying to argue that weapon users are as effective without weapons as they are with weapons, I was arguing that weapon users aren't 'completely hosed' without weapons. I've seen quite a few battles where the most important thing a fighter was doing was making sure the right opponent was always marked. Damage is not the most important feature of a fighter. Obviously for a rogue there are different priorities. That's why I was (implicitly) suggesting to allow a rogue to treat certain improvised weapons as if they belonged to a weapon group (e.g. slings, maces, light blades) required to use their powers. Thanks again to Saeviomagy for (explicitly) suggesting how to change the rules to make it work :) [/QUOTE]
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