Sure Strike and Careful Attack: How to Fix Them?

Ourph- The problem with your examples is that they're still incredibly narrow.

Damage bonuses from your warlord? That's an idea, except that Warlords almost never grant damage bonuses in that way, AND the damage bonus in question would have to be enough to outstrip the damage PENALTY that you accepted by using Sure Strike.

And killing a minion? I know that killing minions is the new thing, but I think people get too hung up on it. Not only would I not pick an at will power just to have something around that it slightly better at killing minions, but I'd also probably pick Cleave if killing off minions was a big concern for me. Plus, needing to kill a minion RIGHT NOW is not the sort of thing that happens frequently.
I pretty much agree with all of this. The main point of my post was to point out that the criticism "Sure Strike only deals damage and does nothing else" is mitigated by the fact that, sometimes, dealing damage with a slight bonus on your hit chances is just as good or better than sliding something around or imposing an effect. I think in order to be on par with the other Fighter abilities, Sure Strike does need a boost. Dealing 1W+Str or 1W+some secondary ability tied to the weapon type seems like a good fix. I just don't know if that boost needs to come in the form of doing something other than dealing damage in order to be useful to the Fighter.
 

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Sure Strike: Str +3 vs AC, hit [1W] dmg, miss Wis dmg
Careful Attack: Dex +3 vs AC, hit [1W] dmg, miss Int dmg

The attack really is 'sure'.
 

To the people who are suggesting making it have different riders based off of weapon type, what do you do for the multi-type weapons (Khopesh, all polearms) then?
 

My original plan was to make Sure Strike 1[W] + Str with a +2 to hit.

i.e. it was like a basic attack but a better hit chance.

As it happens, the human fighter chose sure strike as one of his at-wills, and since he is a Con focussed fighter he doesn't often worry about the +2 damage he doesn't get when he uses Sure Strike - and there are plenty of times he uses it because he wants to improve a chance of getting his maul strike in.

So at the moment I've left it as-is.
 

I do like the idea of giving it secondary ability damage depending upon weapon type though - mostly because I'd like 1st level fighters with different weapons to feel more different (there seem very few powers with weapon specific benefits overall).

Of course, it would be just gravy to the Maul fighter I mentioned above!
 

On an unrelated topic, I was helping a player make a 5th level fighter today, and there were barely any incentives to use a heavy blade. (Yes, the paragon feat is sort've out of reach right now). No real sexy powers for it.

Plane Sailing said:
I do like the idea of giving it secondary ability damage depending upon weapon type though - mostly because I'd like 1st level fighters with different weapons to feel more different (there seem very few powers with weapon specific benefits overall).
Y'know. I think that the Fighter should just get a Class Feature that gives them a universal boon based on what weapon they decide to choose.

That way it feels that way regardless of powers. But I imagine that's counter to 4e design where the proof is in the power, not necessarily the class feature.
 
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Deciding not to use Sure Strike as-is and it's companions is the primary reason people find "grinding". Having only attacks that do +bajillion damage but only hits 55% of the time (or worse) is a far worse choice than using an attack that hits 65% of the time and can kill a dude low-HP most of the time.
 

Deciding not to use Sure Strike as-is and it's companions is the primary reason people find "grinding". Having only attacks that do +bajillion damage but only hits 55% of the time (or worse) is a far worse choice than using an attack that hits 65% of the time and can kill a dude low-HP most of the time.

Actually I've found that even though the averages say you'll hit 55% of the time, when you miss it's usually by a large margin that the +2 from Sure Strike and it's ilk wouldn't make that much of a difference, and when compared to other at-wills, such as Cleave, or Reaping Strike, which either damage two enemies, or guarantee damage to one, both of which could easily kill off said low hp dude, while doing +bajillion damage as you said, they just don't get used.
 

To the people who are suggesting making it have different riders based off of weapon type, what do you do for the multi-type weapons (Khopesh, all polearms) then?

Only one benefit applies. Choose as you see fit. (If you think that's too good, make it choose when taking the power?)
 

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