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Weapon-based at-wills

Simplicity

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I like 4e, but sometimes I wonder if 4e would have turned out better if they had removed at-will powers from class descriptions and instead tied them to weapon groups/dual-wielding/implements. As is, weapons moved from a rather central part of your character build in 3.5 to almost an afterthought.

That said, I'm sure that as the number of powers in classes increase we'll start seeing more class-based powers with weapon requirements...
 

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I like 4e, but sometimes I wonder if 4e would have turned out better if they had removed at-will powers from class descriptions and instead tied them to weapon groups/dual-wielding/implements. As is, weapons moved from a rather central part of your character build in 3.5 to almost an afterthought.

That said, I'm sure that as the number of powers in classes increase we'll start seeing more class-based powers with weapon requirements...

They did to an extent, at least for fighters. Fighter powers change a bit depending on what weapon group you use.

I think we might see a bit more of this idea though, looking at stuff like weapon mastery feats.
 

Wait, weapons were a central part of your character build in 3e? Unless your character was defined by the abuse of a single combat maneuver that relied on a particular weapon (e.g. trip monkeys & spiked chains), I don't see how that's the case. The weapons are all pretty well balanced against one another; which one you chose to wield is mostly inconsequential.
 


I like 4e, but sometimes I wonder if 4e would have turned out better if they had removed at-will powers from class descriptions and instead tied them to weapon groups/dual-wielding/implements. As is, weapons moved from a rather central part of your character build in 3.5 to almost an afterthought.

That said, I'm sure that as the number of powers in classes increase we'll start seeing more class-based powers with weapon requirements...

I really love this idea. At-Wills tied to weapons (perhaps two per weapon?) would be great, although I can see this being a total nightmare to manage if you're a player with multiple weapon. Which leads right back to managing weapons on a player by slot, instead of by encumberance.
 


Isn't there about one power per tier or something? Plus a few feat choices?

Well more then that, but yeah they didn't do it with every power. (Or do you mean each weapon gets one per teir? I'm not sure, I didn't really go through them so hard... I'm a DM :))

(and nothing if you want to use the quarterstaff group. Grrr!)

Cuz quarterstaffs are for weaklings? ;) (Mine cost 50 cents anyway.)

I personally think they should expand the Weapon Mastery idea to all the weapons. Give each weapon a nifty unique function it can do if you take the right feat and swap out a power. Maybe just let non superior weapons only swap out at-wills? (to keep the superior weapons feeling slightly more superior?)
 

I like 4e, but sometimes I wonder if 4e would have turned out better if they had removed at-will powers from class descriptions and instead tied them to weapon groups/dual-wielding/implements. As is, weapons moved from a rather central part of your character build in 3.5 to almost an afterthought.

That said, I'm sure that as the number of powers in classes increase we'll start seeing more class-based powers with weapon requirements...

This is pretty brilliant :),

Giving weapons alterations on the basic attack at-will power.

By this method you could easily make every one handed melee weapon do the same thing by the basic statistics. Give each weapon a modifier that modifies the basic at-will attack

Basic melee at-will attack could be:
standard action
STR+2 vs. AC
Hit: 1d6 damage

Then you can add the hurl property and now it grants a thrown range
Two handed property could give you +1 damage
Hammers could raise die by two steps
Swords +1 to hit
Off hand weapons can use DEX vs. AC
etc.
 

Wait, weapons were a central part of your character build in 3e? Unless your character was defined by the abuse of a single combat maneuver that relied on a particular weapon (e.g. trip monkeys & spiked chains), I don't see how that's the case. The weapons are all pretty well balanced against one another; which one you chose to wield is mostly inconsequential.

Abilities, weapon choice, feat choice were your ONLY choices as a fighter. Yes, it was consequential. Just not as consequential as most choices in 4e.

I can see this being a total nightmare to manage if you're a player with multiple weapon.

But at least those multiple weapons would MATTER. Right now, if you're a fighter and you find a bow, you're probably better off beating people to death with it than nocking an arrow. There's almost no point in having multiple weapons as is.
 

I like 4e, but sometimes I wonder if 4e would have turned out better if they had removed at-will powers from class descriptions and instead tied them to weapon groups/dual-wielding/implements. As is, weapons moved from a rather central part of your character build in 3.5 to almost an afterthought.

That said, I'm sure that as the number of powers in classes increase we'll start seeing more class-based powers with weapon requirements...

I think that's an awesome idea.

What if 4E had tied powers to weapons and spells instead of classes?

Each weapon would have a tree of powers attached to it, available to anyone with proficiency. You only get so many powers like now, so you pick and choose the weapon(s) you want. Maybe some classes would get extra benefits for using certain weapons - either in the power block or their class features.

Same thing with spells, more or less. You learn a number of spells - don't know what you'd do with the basic spell, maybe some kind of cantrip or ritual - and if you know that spell you can choose Powers that are tied to it. Or you could go more Vancian and make all spells Daily or Encounter.
 

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