The At-will Power Game

malcolm_n

Adventurer
Rules: Without looking at previewed material or responses below; guess which abilities have been released by wotc and which are homebrew.
* All of these abilities are at-will
* Unless otherwise stated, all abilities deal 1[W] or equivalent damage + an ability modifier.
* Good luck

1) Your ally gains +2 to attack the target.

2) You deal 3 additional damage if the target is marked.

3) You deal 1 ongoing damage with a successful strike.

4) You deal 2[W] + ability damage if target is prone.

5) Up to 9 creatures suffer the damage.

6) Up to 3 creatures suffer the damage.

7) You're invisible to the target.

8) Your target drops any held item.

9) Your ally can also attack if he's flanking.

10) You deal 2[W] + ability damage if you already struck the target with this power.

11) You can move 2 spaces before attacking.

12) You can shift 1 space before or after attacking.

13) You gain +3 temporary hit points.

14) You deal +2 damage if charging.

15) You trip the target instead of dealing damage.

16) You ignore the target's armor completely.

17) You and an ally each get +1 AC.

18) Another nearby target takes damage equal to your Str Modifier.

19) You deal 2x your unarmed damage to the target instead of weapon damage.

20) A nearby ally gets +2 temporary HP or can Save.

21) Your target can't effectively dodge this round.

22) The attack counts as a basic attack.

23) You push the target and follow it around.

24) Instead of adding your ability modifier to damage, you add it again to your attack.

25) Instead of adding your ability modifier to attack, you add it again to your damage.
 
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Well, without the full text of the power it becomes fairly difficult.

A spell that does 3d6+int modifier damage to one target probably shouldn't be at will, it's a little too high. And it certainly shouldn't count as a basic attack. On the other hand one that does less damage might be ok as those things. It also depends what class it is on.

An effect that gives someone +2 to hit is pretty darn good in 4e scale and probably shouldn't be at will either.

Plus, there is a difference between "Ignoring the targets armor completely" and knowing the game effect of that power is simply to target Reflex instead of AC.

So, of course it is difficult with this list.
 

The following are not WotC at will powers

malcolm_n said:
3) You deal 1 ongoing damage with a successful strike.

4) You deal 2[W] + ability damage if target is prone.

6) Up to 3 creatures suffer the damage.

8) Your target drops any held item.

9) Your ally can also attack if he's flanking.

10) You deal 2[W] + ability damage if you already struck the target with this power.

14) You deal +2 damage if charging.

15) You trip the target instead of dealing damage.

19) You deal 2x your unarmed damage to the target instead of weapon damage.

21) Your target can't effectively dodge this round.

25) Instead of adding your ability modifier to attack, you add it again to your damage.

Though I feel slightly iffy cause I can't remember if they posted any warlord at-wills, but I feel decently confident that if I screwed up it's cause I accidentally deleted more, instead of misidentifying a power.

Oh, and the 'compeltely ignores armor' one feels like an odd way to describe it, but eh. :)
 

Majoru Oakheart said:
Well, without the full text of the power it becomes fairly difficult.

A spell that does 3d6+int modifier damage to one target probably shouldn't be at will, it's a little too high. And it certainly shouldn't count as a basic attack. On the other hand one that does less damage might be ok as those things. It also depends what class it is on.

An effect that gives someone +2 to hit is pretty darn good in 4e scale and probably shouldn't be at will either.

Plus, there is a difference between "Ignoring the targets armor completely" and knowing the game effect of that power is simply to target Reflex instead of AC.

So, of course it is difficult with this list.

That is why it's a challenge. The Ignore armor one I was trying to spin for anybody not immediately thinking of it. Hope you had fun, anyway. Oh, and you did miss one.
 

Number 14 is obviously not WotC-made since it completely ignores the way at-will powers work. If you use a power, either you charge as a result of the power, or you don't. You can't use an at-will power as part of a charge action, only a basic attack (because powers take standard actions and charging takes a standard action). As such, the "if charging" qualifier completely ignores basic tenets of the system. I also am suspicious of powers like number 15, which use terms like "trip", rather than "the opponent is knocked prone", or 21 which doesn't even have mechanics to back up the description.

One thing that can be said about known 4E powers is that they use precise language.
 

My guesses:

1) Your ally gains +2 to attack the target.
Homebrew.

2) You deal 3 additional damage if the target is marked.
Homebrew.

3) You deal 1 ongoing damage with a successful strike.
Homebrew.

4) You deal 2[W] + ability damage if target is prone.
Homebrew.

5) Up to 9 creatures suffer the damage.
Burst 1 something. WotC.

6) Up to 3 creatures suffer the damage.
Dancing Lightning or something. WotC.

7) You're invisible to the target.
Eyebite. WotC.

8) Your target drops any held item.
Homebrew. See the "trip/disarm once per encounter" controversy. ;)

9) Your ally can also attack if he's flanking.
Homebrew.

10) You deal 2[W] + ability damage if you already struck the target with this power.
Homebrew.

11) You can move 2 spaces before attacking.
Homebrew. To be fair, charge probably lets you do this.

12) You can shift 1 space before or after attacking.
Fox's Cunning. WotC.

13) You gain +3 temporary hit points.
Some paladin ability. WotC.

14) You deal +2 damage if charging.
Homebrew.

15) You trip the target instead of dealing damage.
Homebrew. I don't recall seeing a trip power yet.

16) You ignore the target's armor completely.
Any power which targets the Reflex Defense? WotC.

17) You and an ally each get +1 AC.
Cleric ability. WotC.

18) Another nearby target takes damage equal to your Str Modifier.
Cleave. WotC.

19) You deal 2x your unarmed damage to the target instead of weapon damage.
Probably the Monk homebrews. Homebrew.

20) A nearby ally gets +2 temporary HP or can Save.
WotC.

21) Your target can't effectively dodge this round.
Dazed? Stunned? WotC.

22) The attack counts as a basic attack.
WotC.

23) You push the target and follow it around.
Tide of Iron. WotC.

24) Instead of adding your ability modifier to damage, you add it again to your attack.
Errataed Ranger ability? WotC.

25) Instead of adding your ability modifier to attack, you add it again to your damage.
Homebrew.
 

I'll take a guess, though I admit I may be cheating by using the pregen characters and the Rogue article on the WotC website :p

1) Your ally gains +2 to attack the target. - Cleric power. Lance of Faith.

2) You deal 3 additional damage if the target is marked. - Paladin power. Can't remember which.

3) You deal 1 ongoing damage with a successful strike. - Homebrew

4) You deal 2[W] + ability damage if target is prone. - Homebrew

5) Up to 9 creatures suffer the damage. - Wizard power, and only if they're all standing in a nice 3 x 3 square.

6) Up to 3 creatures suffer the damage. - Homebrew.

7) You're invisible to the target. - Warlock power. Eyebite.

8) Your target drops any held item. - Homebrew.

9) Your ally can also attack if he's flanking. - Homebrew (and way too powerful for a Warlord at-will)

10) You deal 2[W] + ability damage if you already struck the target with this power. - Homebrew

11) You can move 2 spaces before attacking. - Rogue power. Can't remember name.

12) You can shift 1 space before or after attacking. - Ranger power. Not careful strike, the other one.

13) You gain +3 temporary hit points. - Paladin power. Bolstering Strike.

14) You deal +2 damage if charging. - Homebrew. I could imagine this being more a passive ability or feat.

15) You trip the target instead of dealing damage. - Homebrew.

16) You ignore the target's armor completely. - If by that you mean it attacks their Reflex Defence, then there's plenty of at-will powers like that :p

17) You and an ally each get +1 AC. - Cleric power. Shield of Faith.

18) Another nearby target takes damage equal to your Str Modifier. - Fighter power. Cleave.

19) You deal 2x your unarmed damage to the target instead of weapon damage. - Homebrew.

20) A nearby ally gets +2 temporary HP or can Save. - Cleric Power. Sacred Flame, I think.

21) Your target can't effectively dodge this round. - Homebrew, but I could see it being a Warlord power.

22) The attack counts as a basic attack. - Wizard and Warlock powers. Magic Missile and Eldritch Blast

23) You push the target and follow it around. - Fighter power. Tide of Iron.

24) Instead of adding your ability modifier to damage, you add it again to your attack. - This is what the Ranger power careful strike MIGHT be doing, but I think it's more a 'Dexterity +4 verus Reflex' thing.

25) Instead of adding your ability modifier to attack, you add it again to your damage. - Homebrew if it's usable all the time. The Paladin's power that grants a bonus to damage against marked targets may be like this.
 

Let's see if I can identify which is which.

1) Your ally gains +2 to attack the target.

Lance of Faith.

2) You deal 3 additional damage if the target is marked.

Holy Strike.

5) Up to 9 creatures suffer the damage.

Scorching Burst.

7) You're invisible to the target.

Eyebite.

11) You can move 2 spaces before attacking.

Deft Strike.

12) You can shift 1 space before or after attacking.

Nimble Strike.

13) You gain +3 temporary hit points.

Bolstering Strike.

17) You and an ally each get +1 AC.

Priest's Shield.

18) Another nearby target takes damage equal to your Str Modifier.

Cleave.

20) A nearby ally gets +2 temporary HP or can Save.

Sacred Flame.

22) The attack counts as a basic attack.

None, but if we're including ranged basic attacks, then Magic Missile and Eldritch Blast.

23) You push the target and follow it around.

Tide of Iron.

24) Instead of adding your ability modifier to damage, you add it again to your attack.

Careful Attack.

So did I miss any?
 

Hellzon
It makes me glad to see that you did say a few were that weren't and vice versa. :) See Keterys' post above for all of them.


Gargazon
Tisk Tisk


Green Knight
Yes, you did, but great try, especially if those are off the top of your head.
 

malcolm_n said:
Hellzon
It makes me glad to see that you did say a few were that weren't and vice versa. :) See Keterys' post above for all of them.
Ah, congratulations to Keterys. And 20/25 should still get me plenty of nerd cred. :p
 

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