
ProsSteve |

So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from.
As you can imagine there is a lack of variation due to this. Has anyone out there come up with new At-Wills they'd like to share?

Celric |

So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from.
As you can imagine there is a lack of variation due to this. Has anyone out there come up with new At-Wills they'd like to share?
I haven't found this to be a problem with my group. They equate the at-will powers to just "I swing my sword" in other editions (though the new at will powers do tend to have more flourish to them). The edition to the basic attack action of these at wills, plus the special encounter and daily powers make my group quite happy. YYMV.

Matthew Koelbl |
It looks like Martial Power and the other power source books will be adding more at-wills (as do some of the Class Acts article in Dragon.)
For myself, I've been encouraging players to not bother telling me what attacks they are using, and just describe an action and then roll the dice (since I trust them to know what powers they are using and how those powers work.) It has only been somewhat successful thus far, however - but I think the concept is sound for adding a bit more action back into things.

ProsSteve |

It looks like Martial Power and the other power source books will be adding more at-wills (as do some of the Class Acts article in Dragon.)
For myself, I've been encouraging players to not bother telling me what attacks they are using, and just describe an action and then roll the dice (since I trust them to know what powers they are using and how those powers work.) It has only been somewhat successful thus far, however - but I think the concept is sound for adding a bit more action back into things.
My guys are just getting to grips with the powers still but I have been encouraging them to describe the actions rather than telling me the powers name.
I think the problem is each fighter ends up a bit clone like at lower levels because of the At-Wills being limited. It make sense really because there's only so much space in the book just could do with a slight variation on the At-Wills especially with the fighter as this sets the tone for the character at the start and too be honest I'd generally trust other players to come up with interesting( but not overpowered) abilities and whilst I'll be looking at the new books and maybe even buying them I'd still rather get some idea's from other players.A couple of ideas I had was 'Melee and Shield' similar to the Ranger Twin Strike but with Melee and Shield.
Style Specialisation where you replace the STR with the relevant stat ( DEX for spears or CON for Hammer and Maces). What do people think?

Jeremy Mac Donald |

It looks like Martial Power and the other power source books will be adding more at-wills (as do some of the Class Acts article in Dragon.)
For myself, I've been encouraging players to not bother telling me what attacks they are using, and just describe an action and then roll the dice (since I trust them to know what powers they are using and how those powers work.) It has only been somewhat successful thus far, however - but I think the concept is sound for adding a bit more action back into things.
Some of the other players at my table do this.
Personally I just announce my power 'cause I spend the period between my turns wracking my brain for the coolest one liner or melee speak I can come up with. As long as it enhances the game its all good in my book.

ProsSteve |

So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from.
As you can imagine there is a lack of variation due to this. Has anyone out there come up with new At-Wills they'd like to share?
I have come up with these so far based on the Ranger skill crossed with the old two handed style.
Melee & Shield Combo
At Will*Martial Weapon
Standard Action Melee
Required: Melee and Shield
Targets: one or two creatures
Attack: Str -2 vs AC (melee:main weapon and shield)
Hit: 1(W)+STR(main), 1D6(shield)
21st level Dam 2(W)+STR(main), 1D8(Shield)
Weapon Familiarity
At Will*Martial Weapon
Standard Action Melee
Required: Melee weapon
Attack: Ability vs AC
Hit: 1(W)+Ability
21st level 2(W)+STAT
Effect: This is a basic attack but using the STAT relevant to the weapon, as per the Fighters Weapon Familiarity( CON for Maces and hammers, DEX for spears etc).
What do you recon?

Tatterdemalion |

So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from. As you can imagine there is a lack of variation due to this. Has anyone out there come up with new At-Wills they'd like to share?
My group (in our limited time with 4e) didn't find a problem with this -- we think it's still a a big improvement from earlier editions.
Most of us also think that, once you get a few levels, daily and encounter powers (which do offer more variety) will be used often enough that the limited at-wills will probably be less noticed.
And, of course, more books will improve the situation -- if you find that a suitable solution. My group tends to see 4e supplements as expensive Band-Aids, necessary because the first three books have some rather glaring omissions. We've bought few 3.5 supplements for our campaign (perhaps four or five between all of us), and don't want to feel compelled to change our spending habits.

ProsSteve |

And, of course, more books will improve the situation -- if you find that a suitable solution. My group tends to see 4e supplements as expensive Band-Aids, necessary because the first three books have some rather glaring omissions. We've bought few 3.5 supplements for our campaign (perhaps four or five between all of us), and don't want to feel compelled to change our spending habits.
To be honest I find it difficult to read entries that seems to have generally no constructive content in responses and have a high number of small digs about the genre, '4E supplements as expensive band aids' 'rather glaring omissions' and other similar. Please try something constructive and on topic.
As I said the 'AT-WILLs' are limited but understandable due to the book size but I would like to see alternative options that Players and DMs of 4th Edition have come up with.

Tatterdemalion |

To be honest I find it difficult to read entries that seems to have generally no constructive content in responses and have a high number of small digs about the genre, '4E supplements as expensive band aids' 'rather glaring omissions' and other similar. Please try something constructive and on topic.
I regret that my post was so upsetting to you -- I'll try to conform better to your expectations. I will also try to maintain the high standard of courtesy set by your response.

![]() |

currently I am playing a 2 handed weapon Human Fighter. I found the at wills limited.
I have to choose 3 out of 4 at wills.
The at Will involing a Shield is useless for me. So I basically had to take the 3 others.
But doing the math on a large Excel Spread Sheet it dawned upon me that "Sure Strike" (the one with a plus to hit and low damage) is a wasted at will for my PC. This is because the average damage per round will be lower if I use this at will for almost all ACs.
With my DMs permission I changed this at will against the rogue-multiclass feat (as this corresponds with my backstory).
Now I only have 2 at wills but that does not bother me.
So yes, more at wills to choose from would be good, but I do not need to have more at wills.

ProsSteve |

I regret that my post was so upsetting to you -- I'll try to conform better to your expectations. I will also try to maintain the high standard of courtesy set by your response.
Many thanks for offering the courtesy of conforming to my expectations. I'd say considering the amount of garbage that has been thrown around about 4E I just cannot see why you feel a need to continue the negative attitude on a Tread that is 4 Edition based.
I think everyone is fully aware of peoples attitudes toward the producing company without re-interating it. I only enter a thread on these forums to get peoples constructive responses to enriching the game that I like to play the same courtesy that I would expect to find on a Pathfinder Forum or 3.5 edition.
I like Pathfinder(better than 3rd ed) but it still has fundemental issues in my mind but that won't stop me enjoying it. I don't like Warhammer 40k or most things produced by the company but I see no sensible reason to go onto the GW forum and slate their products.
So please constructive criticisms would be gratefully recieved.

ProsSteve |

currently I am playing a 2 handed weapon Human Fighter. I found the at wills limited.
I have to choose 3 out of 4 at wills.
The at Will involing a Shield is useless for me. So I basically had to take the 3 others.
But doing the math on a large Excel Spread Sheet it dawned upon me that "Sure Strike" (the one with a plus to hit and low damage) is a wasted at will for my PC. This is because the average damage per round will be lower if I use this at will for almost all ACs.
With my DMs permission I changed this at will against the rogue-multiclass feat (as this corresponds with my backstory).
Now I only have 2 at wills but that does not bother me.
So yes, more at wills to choose from would be good, but I do not need to have more at wills.
This is what my players are finding. Thing is although they should be basic powers, they are should be defining ones. Also as a part of the game is too hit milestone (limit the use of encounter powers) it's hard to do when the fallback is limited like the AT-WILLs are.
In your case Tharen you can change your AT-WILL by retraining it you find one of them to have a better feel to it. Thing that I don't understand is the Rogue( and a couple of other class's) have new AT-WILLs at later levels which would have been nice for Fighters as an option.

![]() |

I don't like Warhammer 40k or most things produced by the company -snip-
Now Sir, that is a most unwelcome statement! I demand satisfaction! Please be so kind as to choose the weapons and the place.

ProsSteve |

ProsSteve wrote:I don't like Warhammer 40k or most things produced by the company -snip-Now Sir, that is a most unwelcome statement! I demand satisfaction! Please be so kind as to choose the weapons and the place.
** spoiler omitted **
I'll take you on the south field with D6's(because you can only use D6's)...hehe.
It's a long painful story about a young wargamer....just kidding and I am highjacking my own thread. But very funny nonetheless. :)

![]() |

This is what my players are finding. Thing is although they should be basic powers, they are should be defining ones. Also as a part of the game is too hit milestone (limit the use of encounter powers) it's hard to do when the fallback is limited like the AT-WILLs are.
I find that I try to conserve my powers and frequently use the at will ones. There is also always the consideration of doing a stunt (like toppling the statue on the Ogre), doing one of the other actions (trip, disarm etc.) or just attack and do a lot of damage.
Stunts are mostly dependent on environment, so I do these if possible and feasible. But in most other situations it makes more sense to do a lot of damage than try a combat action as other Classes have powers that have "inbuild" combat actions (eg. positioning strike of the rogue vs. Bullrush. So in the end I mostly use my at wills. Is it boring? Not yet. It might get boring in a year or so. But then we certainly will have some more at wills for the Fighter to choose from.I
n your case Tharen you can change your AT-WILL by retraining it you find one of them to have a better feel to it. Thing that I don't understand is the Rogue( and a couple of other class's) have new AT-WILLs at later levels which would have been nice for Fighters as an option.
Yes, that puzzles me too. When I know the system and workings of it better I probably will design a few at wills for the fighter.

ProsSteve |

Yes, that puzzles me too. When I know the system and workings of it better I probably will design a few at wills for the fighter.
I'd like to hear what you come up with. In the meantime I will come up with what I can for two handed fighters and produce it on here to get you to test.

Derek Poppink |

In your case Tharen you can change your AT-WILL by retraining it you find one of them to have a better feel to it. Thing that I don't understand is the Rogue( and a couple of other class's) have new AT-WILLs at later levels which would have been nice for Fighters as an option.
The only at-wills that any classes get at later levels are utility powers.
ProsSteve, I have to say I think you overreacted in your response to Tatterdemalion. The first two things he said were contributing to the thread topic and complimented 4e.
My group (in our limited time with 4e) didn't find a problem with this -- we think it's still a a big improvement from earlier editions.
Most of us also think that, once you get a few levels, daily and encounter powers (which do offer more variety) will be used often enough that the limited at-wills will probably be less noticed.
Having run encounters for 4e characters from 1st through 17th level, I I agree with his instincts are correct. Characters still use at wills at that level, but the fact that there are just a few choices is not a big issue.

Derek Poppink |

But doing the math on a large Excel Spread Sheet it dawned upon me that "Sure Strike" (the one with a plus to hit and low damage) is a wasted at will for my PC. This is because the average damage per round will be lower if I use this at will for almost all ACs.
There are situations where Sure Strike is a good choice. If you take the Hammer Rhythm feat, Reaping Strike becomes redundant. The minotaur great-weapon fighter in our party has boosted his damage to the point where it is better to have +2 to hit than to use a basic attack (or a Cleave with no secondary target) and add the attribute bonus to damage.

ProsSteve |

ProsSteve wrote:In your case Tharen you can change your AT-WILL by retraining it you find one of them to have a better feel to it. Thing that I don't understand is the Rogue( and a couple of other class's) have new AT-WILLs at later levels which would have been nice for Fighters as an option.The only at-wills that any classes get at later levels are utility powers.
ProsSteve, I have to say I think you overreacted in your response to Tatterdemalion. The first two things he said were contributing to the thread topic and complimented 4e.
Tatterdemalion wrote:Having run encounters for 4e characters from 1st through 17th level, I I agree with his instincts are correct. Characters still use at wills at that level, but the fact that there are just a few choices is not a big issue.My group (in our limited time with 4e) didn't find a problem with this -- we think it's still a a big improvement from earlier editions.
Most of us also think that, once you get a few levels, daily and encounter powers (which do offer more variety) will be used often enough that the limited at-wills will probably be less noticed.
I'm afraid whilst you and Tatterdemalion may have found the AT-WILL to be sufficient, my group along with Theram( and many others) have found them to create rather clone-like characters (especially) human fighters. As stated previously I understand that lack of space may have prevented additionals but I was hoping other more advanced gamers may have already come up with new options.
I also trust the judgement of Paizo Forum players\DM's on new Exploits so I await further AT-WILL entries.
Matthew Koelbl |
Ok, so here are some ideas of mine. First, let me take a look at the existing ones, and the ones in the upcoming martial power, so that I can see what holes exist:
Sure Strike: Accuracy Attack: Single target, bonus to hit at the cost of damage.
Reaping Strike: Reliable Attack: Single target, some damage even on a miss.
Cleave: Multi-target Attack: Normal damage to one, and some small damage to another nearby foe.
Tide of Iron: Movement Attack: Push one enemy, and follow them.
(Martial Power) Dual Strike: Damage/Accuracy Attack: Two weak strikes against one target.
(Martial Power) Footwork Lure: Movement Attack: Details unknown, but allows you to shift in some fashion.
(Martial Power) Crushing Surge Defensive Attack: Details unknown, but likely gives you temporary hitpoints if you hit.
(Martial Power) Brash Strike Debuffing Attack: Details unknown, but likely gives the enemy a penalty to attacks if you hit.
So, Martial Power looks likely to fill the two big holes I saw - namely, that fighters should have at least one power to help them boost their own survivability (which Crushing Surge should do), and at least one power to help weaken enemy attacks (whcih Brash Strike should do.)
Here are a few at-wills off the top of my head that fit the fighter style while remaining distinct from the existing ones:
Intimidating Blow | Fighter Attack 1
You demonstrate your prowess against one foe, while singling out another enemy and calling out, "You're next!"
At-Will | Martial, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: Instead of using your Combat Challenge class feature to mark the target you attacked, you can choose to instead mark another enemy within 5 squares.
Thoughts: One of my friends who has been playing a fighter is always sad that, when he uses cleave, he can't mark both targets. I've seen for myself that there are many situations when it would be nice to deal some damage to one foe, while keeping the attention of another. This seemed a nice way to go about it, with reduced damage being the cost to do so.
Shield Slam | Fighter Attack 1
As your distract your foe with your weapon, you slam your shield into their side with a powerful blow, leaving them temporarily crippled from the impact.
At-Will | Martial, Weapon
Standard Action | Melee weapon
Requirement: You must be using a shield.
Target: One creature
Attack: Strength vs. Fort
Hit: Deal damage equal to your Strength modifier, and the target is slowed until the end of your next turn.
Thoughts: Fighters are all about keeping their enemies from getting away from them, so why not an at-will that helps with that? I used the Warlord's Furious Smash as a good model for the effect - make it easy to land the attack, but significantly reduced damage in exchange for the power of the debuff. And making it shield specific helps give another tool to the arsenal of the more defensive fighter.
Weapon Master's Strike | Fighter Attack 1
Your are one with your weapon, and now that you have are locked in single combat with a foe, you unleash a devestatingly powerful attack that few can master.
At-Will | Martial, Weapon
Standard Action | Melee weapon
Requirement: You must be using a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If no other creatures are adjacent to the target or yourself, choose a single weapon group that your weapon belongs to. You gain a bonus to the damage roll equal to the modifier of that weapon group's appropriate ability score: Your Constitution modifier for Axes, Hammers, Maces, Picks and Staves; your Dexterity modifier for Flails, Heavy Blades, Light Blades and Spears; and your Wisdom modifier for Polearms.
Thoughts: With dual strike already slightly raising the bar for damage output from a fighter, I felt the two-handed weapon wielder should get some love. I really liked the idea from ProsSteve to do something with the weapon group association, and felt it would even be fair to give a full bonus of that damage to an at-will. The Paladin power, Holy Strike, already does so, by simply putting a condition on the bonus damage, so I did the same - and engaging a target in single combat seems thematically awesome, at the same time.
I won't give any guarantees for pure balance with these! But I think they all are good enough for a home game, or for helping add a bit of customization to those who aren't feeling the original at-wills are distinct enough.

![]() |

There are situations where Sure Strike is a good choice. If you take the Hammer Rhythm feat, Reaping Strike becomes redundant. The minotaur great-weapon fighter in our party has boosted his damage to the point where it is better to have +2 to hit than to use a basic attack (or a Cleave with no secondary target) and add the attribute bonus to damage.
But Sure Strike is -as far as I remember withouth the Book at hand- +2 to hit with damage 1[W] without any attribute or feat bonuses to add!
This was why I found this power redundant.The PC is level 4 has a AB of +11 and a damage of 2d6+7. With Power Attack it is AB +9 and damage 2d6+10. I have Bracers of Mighty Strike. So a Base Attack with Power Attack will give me a AB +9 and a damage of 2d6+10.
BAB with PA is the best I can do up to AC 18
From AC 18-29 the best I can use is Reaping Strike without PA.
From AC 30 onwards it is Reaping Strike with PA (as only natural 20 hits anyway.
That calculation did not take into account any other bufs from party members or encouter powers or dailies.
All in all I am very happy with the damage output I can generate.

![]() |

-cool powers-
I like your ideas very much! In fact, I will try to use Weapon Masters' Strike in the game tomorrow. My DM hopefully will allow to test this power.
What I would change for clarity is "If no other creatures are adjacent to the target or yourself,..."
This does not take into account reach weapons or creatures that do not threaten you or the target but might be adjacent (like dying creatures for example).
Maybe use: "If neither you nor your target are threatened from other creatures,..."

ProsSteve |

Matthew Koelbl wrote:-cool powers-I like your ideas very much! In fact, I will try to use Weapon Masters' Strike in the game tomorrow. My DM hopefully will allow to test this power.
What I would change for clarity is "If no other creatures are adjacent to the target or yourself,..."
This does not take into account reach weapons or creature that do not threaten you or the target (like dying creatures for example).Maybe use: "If neither you nor your target are threatened from other creatures,..."
Thanks Matthew they look pretty good. What do people recon of the Weapon Familarity Exploit that I'm suggesting where you can get the best STAT for the weapon your using. It seems to make a nice starting pointing for a specialist weapon fighter and I think fits with the fact that the Rogue uses his DEX for attacks, Wizard uses INT etc.
Let me know what you think?

Derek Poppink |

But Sure Strike is -as far as I remember withouth the Book at hand- +2 to hit with damage 1[W] without any attribute or feat bonuses to add!
You lose attribute bonuses to damage, but you keep feat (Weapon Focus), item (Item Armbands of Power from Martial Power are particularly nice), enhancement (+1 to +6), or class (Kensei paragon path) bonuses to damage.
The minotaur also benefits from oversized weapons, so with a two-handed brute weapon his base damage is effectively 2d7+2. With Unyielding Avalanche he also does [1W] damage to all enemies who start his turn adjacent to him. At 17th level he's doing 24 average, which is the same amount he does on average with a Sure Strike.

![]() |

You lose attribute bonuses to damage, but you keep feat (Weapon Focus), item (Item Armbands of Power from Martial Power are particularly nice), enhancement (+1 to +6), or class (Kensei paragon path) bonuses to damage.
The minotaur also benefits from oversized weapons, so with a two-handed brute weapon his base damage is effectively 2d7+2. With Unyielding Avalanche he also does [1W] damage to all enemies who start his turn adjacent to him. At 17th level he's doing 24 average, which is the same amount he does on average with a Sure Strike.
What is his Str. bonus?

Matthew Koelbl |
You lose attribute bonuses to damage, but you keep feat (Weapon Focus), item (Item Armbands of Power from Martial Power are particularly nice), enhancement (+1 to +6), or class (Kensei paragon path) bonuses to damage.
The minotaur also benefits from oversized weapons, so with a two-handed brute weapon his base damage is effectively 2d7+2. With Unyielding Avalanche he also does [1W] damage to all enemies who start his turn adjacent to him. At 17th level he's doing 24 average, which is the same amount he does on average with a Sure Strike.
I'm actually curious about this, since I inevitably find myself shying away both from Sure Strike and from Power Attack... which seems rather contradictory. So some math exercises to crunch the numbers:
(I'm assuming he is a Minotaur Fighter/Kensai designed for max damage with a Mordenkrad, and has Str 24, Con 20, a +4 Weapon, Iron Armbands +4, and Hammer Rhythm.)
Sure Strike:
Sure Strike Damage: 10 (2d8 Brutal 1) + 4 (Enhancement) + 4 (Kensai) + 4 (Iron Armbands) + 2 (Weapon Focus) = 24 average damage.
Miss Damage: 5 (Con)
Average Damage vs standard level 17 enemy with 32 AC: 18.3 damage.
Average Damage vs enemy with 27 AC: 23.05 damage.
Average Damage vs enemy with 40 AC: 10.7 damage.
Reaping Strike:
Reaping Strike Damage: 10 (2d8 Brutal 1) + 4 (Enhancement) + 4 (Kensai) + 4 (Iron Armbands) + 2 (Weapon Focus) + 7 (Str) = 31 average damage.
Miss Damage: 7 (Str)
Average Damage vs standard level 17 enemy with 32 AC: 21.4 damage.
Average Damage vs enemy with 27 AC: 27.4 damage.
Average Damage vs enemy with 40 AC: 11.8 damage.
Power Attack:
Power Attack Reaping Strike Damage: 10 (2d8 Brutal 1) + 4 (Enhancement) + 4 (Kensai) + 4 (Iron Armbands) + 2 (Weapon Focus) + 7 (Str) + 6 (Power Attack) = 37 average damage.
Miss Damage: 7 (Str)
Average Damage vs standard level 17 enemy with 32 AC: 22 damage.
Average Damage vs enemy with 27 AC: 29.5 damage.
Average Damage vs enemy with 40 AC: 10.35 damage.
Conclusion:
So, it does look like Sure Strike comes out behind. Even against what is likely to be the hardest to hit enemy you might fight at that level (an Elder Red Dragon, level 22 Solo Soldier), it comes out behind - though if suffering from the dragon's ongoing Frightful Presence -2 penalty to attacks, it should come out ahead.
However, it has gotten close enough that more damage bonuses might make the difference. When the attack goes to 2[W] at 21st level. If using a Radiant Weapon or Bloodclaw Weapon or similar. If getting bonuses to damage from a Warlord or Cleric or the like.
Still, you need a lot of those together to make Sure Strike worth it. Even with the +12 damage from a Bloodclaw Weapon, you are looking at 26.7 average damage with Sure Strike (against a standard level 17 enemy), versus 28.6 average damage from Reaping Strike. (Power Attack now falls behind, with only 28 average damage.) Even if you use Cleave instead (since the actual bonus of Reaping Strike is very small when you have Hammer Rhythm), Cleave still comes out with 27.8 average damage - still better than Sure Strike, with an extra benefit.
Honestly, I think it is most useful for characters who aren't heavily designed to be damage dealers - a more defensive build where a character only has average strength, and thus both has more need for the bonus to hit, as well as less damage to lose from their strength modifier.
And of course, even if it is not quite as effective as the other at-wills, it can still be worth it just for an improvement in morale - hitting more often always feels good! And the actual difference between them all is very, very small - 1 to 2 average damage per round. That might matter for Pure Absolute Optimization, but in actual play? That's pretty negligible. If Sure Strike is still fun to use, that is really all that matters.

Matthew Koelbl |
Matthew Koelbl wrote:-cool powers-I like your ideas very much! In fact, I will try to use Weapon Masters' Strike in the game tomorrow. My DM hopefully will allow to test this power.
What I would change for clarity is "If no other creatures are adjacent to the target or yourself,..."
This does not take into account reach weapons or creatures that do not threaten you or the target but might be adjacent (like dying creatures for example).Maybe use: "If neither you nor your target are threatened from other creatures,..."
Yeah, I'm confident the wording could be improved. Something along those lines might work, though could be potentially abused (a nearby ally simply closes their eyes so they don't threaten during your turn, etc). But yeah, clarifying could likely be done.

Matthew Koelbl |
Tharen the Damned wrote:Matthew Koelbl wrote:-cool powers-Thanks Matthew they look pretty good. What do people recon of the Weapon Familarity Exploit that I'm suggesting where you can get the best STAT for the weapon your using. It seems to make a nice starting pointing for a specialist weapon fighter and I think fits with the fact that the Rogue uses his DEX for attacks, Wizard uses INT etc.
Let me know what you think?
Yeah, I very much like the idea of it. Like with the powers I suggested, probably not something I'd put into a core rule book without really thinking through the ramifications, but I think it is a great concept for a home game feat, and could be very helpful for making a variety of builds outside the norm.
The main weakness is that it could serve as a bit of a trap - if a Fighter thinks they can get away with low Strength since they can compensate with this power, they will find their encounter and daily powers potentialy penalized. But as long as they don't rely on it entirely, I think it can be a very handy addition to a build, and support some unusual character designs.

ProsSteve |

Matthew Koelbl wrote:
Ohh... number crunching. I like. Very informative.
Never worried about number crunching, only the visible results for me the DM and the Players.
Have checked out Martial Powers and there appears to be some very good new Exploits in it but I'm still trying to generate new AT-WILLs to customize my Players Individual experiences.

Astute1 |

This problem pretty much goes away after the heroic tier. Once you hit paragon, you have 4 encounter powers and 4 daily powers in addition to your at-wills. You're going to be relying on those much more than your weak at will attacks. Also, paragon paths add a further layer of complexity to the game, allowing you to further customize your character.

ProsSteve |

This problem pretty much goes away after the heroic tier. Once you hit paragon, you have 4 encounter powers and 4 daily powers in addition to your at-wills. You're going to be relying on those much more than your weak at will attacks. Also, paragon paths add a further layer of complexity to the game, allowing you to further customize your character.
But if you are trying to get your players to go through milestones, they might want to retain their Encounter Powers for later encounters and due to which they'll still rely on their AT-WILLs.

Matthew Koelbl |
Astute1 wrote:This problem pretty much goes away after the heroic tier. Once you hit paragon, you have 4 encounter powers and 4 daily powers in addition to your at-wills. You're going to be relying on those much more than your weak at will attacks. Also, paragon paths add a further layer of complexity to the game, allowing you to further customize your character.But if you are trying to get your players to go through milestones, they might want to retain their Encounter Powers for later encounters and due to which they'll still rely on their AT-WILLs.
Well, they may want to save their dailies, but they get their encounter powers each fight. That said, more at-will options is definitely not a bad thing, but I do think it is less of an issue by Paragon level.
At level 11, you have the following: 2 At-Wills, 4 Encounters Powers, 3 Daily Powers, plus a variety of magic items.
In a given fight, that means that you can go at least 6 rounds, spending a different power each round. Then you add in the occasional daily, the occasional stunt, the occasional magic item use, and you are up to 7 or 8 rounds of unique actions - and fights don't often go beyond that length.
They do seem to be doing a better job providing At-Wills, though, as more supplements come out.
Also, did anyone else see the preview for the druid? They have a very cool (imo) approach to wild-shaping: You can shift once a round (either into or out of wild shape, as a minor action). When wild shaping, you can use powers with the 'beast form' keyword, but not your normal powers.
Due to this, the druid had 8 or 9 level one at-will powers available, with the ability to choose 3 at first level! (As opposed to the usual 2.) The catch is that they need to have at least one 'beast form' power, and at least one power that wasn't beast form. Basically, they will still always have 1-2 powers available at any given time, even though they have 3 powers on their character sheet. I thought that was a good way to go about it.

Bluenose |
I'm actually curious about this, since I inevitably find myself shying away both from Sure Strike and from Power Attack... which seems rather contradictory. So some math exercises to crunch the numbers:
Out of curiosity, how about Power Attack with Sure Strike? I'm wondering whether there's any value to that combination for a human fighter I'm creating - core only, and since he's a 2H Weapon user he will have Sure Strike as his 3rd at-will.

Matthew Koelbl |
Matthew Koelbl wrote:I'm actually curious about this, since I inevitably find myself shying away both from Sure Strike and from Power Attack... which seems rather contradictory. So some math exercises to crunch the numbers:Out of curiosity, how about Power Attack with Sure Strike? I'm wondering whether there's any value to that combination for a human fighter I'm creating - core only, and since he's a 2H Weapon user he will have Sure Strike as his 3rd at-will.
That's actually extremely easy to figure out. Since the attack bonus and penalty cancel out, the question is whether your strength bonus is more or less than the bonus from Power Attack.
For someone who starts with Strength 18, they are getting +4 to damage from that, versus +3 damage from Power Attack with a Two-Handed Weapon - thus, it isn't worth it. At Paragon level, their Strength has gone up to 20 (+5), while Power Attack kicks up to +6 - suddenly, it is worthwhile, until level 16, when the two pull even. Something similar likely happens at Epic, where Power Attack might even remain fully beneficial throughout.
However, while this makes it clear you only gain a benefit from using Power Attack with Sure Strike (under certain conditions), the question is whether this is better than using Power Attack with another At-Will power. That's a harder question... I'll see about taking a closer look at that later.

ProsSteve |

Well, they may want to save their dailies, but they get their encounter powers each fight. That said, more at-will options is definitely not a bad thing, but I do think it is less of an issue by Paragon level.
At level 11, you have the following: 2 At-Wills, 4 Encounters Powers, 3 Daily Powers, plus a variety of magic items.
Good point, so it'll be just the Dailies that the player will need to leave or do without. That's not that bad. I had it in my head that milestones required NO RESTS between encounters.
Oops....that being the case my players are already going through a few encounters before taking an extended rest so I should have been dishing out a few more Action Points.