Guidelines for Creating At-Will Powers

Post/Author/DateTimePost
#1

feyberry

Mar 22, 2010 0:23:13

I'd like to put together a list of what at-will powers should generally do within their power level.


  • Attacker can shift X squares before attack

  • Attacker can shift X squares before or after attack

  • Attacker can shift X squares after attack

  • Blind (until end of next turn)

  • Deafen (until end of next turn)

  • Immoblize (until end of next turn)

  • Ongoing Damage (1 to 2 points, save ends)

  • Pull X squares

  • Push X squares

  • Slide X squares

  • Slow (until end of next turn)

  • Staggered (grants advantage until end of nex turn)

  • Sundered (-2 defenses until end of next turn)

  • Weaken (until end of next turn)

And a list of what they shouldn't be able to do. These should be reserved for encounter/daily powers.


  • Blind (save ends)

  • Daze (until end of next turn)

  • Daze (save ends)

  • Deafen (save ends)

  • Immobilize (save ends)

  • Ongoing Damage (5+, save ends)

  • Staggered (grants advantage, save ends)

  • Slow (save ends)

  • Stun (until end of next turn)

  • Stun (save ends)

  • Weaken (save ends)

Any additional items I can add to the list would be helpful... along with arguments for why something not allowed should be or vice versa.  Also, staggered and sundered are two new conditions I use in my games.

#2

ifritus

Mar 22, 2010 14:50:47

a -2 to all defs seems a little OP for an at-will, I gather any powers of said type generally only do 1/2[w] damage or just plain mod dmg?
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lets see.... thank the lord your allowing a ongoing 1/2 for at-wills as my current Hb project has it. I know... a great idea... if you dont mind, would be for me to post me at-wills and we can analyse em!!
(this is a primal leader with 3 builds, and I have a rule of minimum 2 powers per build for at-will and encounter,  so theyre will be 6 powers to trawl throgh.) if you want a better idea as to the flavour, check out the thread titled: A HB leader power... and youll see the class features and traits

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wow... i sure do stray from the subject at hand. In context, i like the idea of the post, as sometimes when creatinf at-wills.. which are the bread and butter of your classes until later levels, you can sometimes OP, and thus ruin them in the process.

#3

pluisjen

Mar 23, 2010 6:07:07
Ongoing damage deals on average twice it's per turn amount of damage (a little bit lower due to creatures with resistance and saving bonusses, but that's probably negliable on an at-will power)
So it should be ok if you keep the damage on par (ie: ongoing 2 for an attack that generally deals 1d8 damage, or ongoing 3 instead of 1d12)

Perhaps you should consider assigning a "value" to all of these to show how much other effects should be allowed in addition to the effect. For example; Deafened and Staggered aren't on the same level, but 1d10+abil+deafened might be balanced against abil+staggered.

It makes the list somewhat more useful. 
#4

feyberry

Mar 23, 2010 22:31:27
a -2 to all defs seems a little OP for an at-will, I gather any powers of said type generally only do 1/2[w] damage or just plain mod dmg?


The -2 penalty to defenses is no different than an at-will like Righteous Brand giving a +2 bonus to hit. My plan is to create an entirely new set of classes and powers, which will speed up combat due to steeper penalties and increased bonuses and higher average damage.
#5

feyberry

Mar 23, 2010 22:37:12
Ongoing damage deals on average twice it's per turn amount of damage (a little bit lower due to creatures with resistance and saving bonusses, but that's probably negliable on an at-will power)
So it should be ok if you keep the damage on par (ie: ongoing 2 for an attack that generally deals 1d8 damage, or ongoing 3 instead of 1d12)

Perhaps you should consider assigning a "value" to all of these to show how much other effects should be allowed in addition to the effect. For example; Deafened and Staggered aren't on the same level, but 1d10+abil+deafened might be balanced against abil+staggered.

It makes the list somewhat more useful. 



I'm actually working on a derivative of 4th edition and implements in my system have damage and range values like weapons do.  All powers, regardless if they use a weapon or implement use the same 1[e] + Attribute mechanic. Superior implements will add additional affects like the way weapons have traits for brutal and versatile.
#6

mellored

Mar 24, 2010 11:13:58
a -2 to all defs seems a little OP for an at-will, I gather any powers of said type generally only do 1/2[w] damage or just plain mod dmg?


The -2 penalty to defenses is no different than an at-will like Righteous Brand giving a +2 bonus to hit. My plan is to create an entirely new set of classes and powers, which will speed up combat due to steeper penalties and increased bonuses and higher average damage.

Not quite.  -2 to defenses is more powerfull then +2 to hit, because it applies to everyone.
#7

Johnathan_Vagabond

Mar 24, 2010 12:26:06
I'd suggest you change "Sundered" to "-2 to one defense".  This is inline with the Bard's Guiding Strike at-will, which allows a -2, but only to a single defense.