Friday, January 02, 2009

RPG Musings: D&D 4E - Fighter Attack Powers and Weapons

Every Friday, I'll toss an idea or two with regards to tabletop RPGs.

What I like about Fighters in D&D 4E is how they can specialize in different weapons and this is reflected in the powers they choose. For example, a Fighter wielding Heavy Blades might get bonuses to attack or damage equal to their Dexterity modifier. Dexterity, Constitution, and Wisdom also becomes a secondary or tertiary stat depending on your Build.

However, while this concept is present in the 4E Player's Handbook, I don't think it's explored to its full potential. For one, at least going by the Player's Handbook (Martial Power alleviates this lacking), not every level has what I call a "weapon-based" Encounter Attack Power. Levels 3, 13, and 23 are covered in the core book but how about levels 1, 7, 17 and 27? Martial Power introduces options for Axe, Hammer and Mace wielders, but are inconsistent for the other weapons. Level 17 for example has an attack specifically for Light/Heavy Blade Fighters but is lacking one for Flails, Picks, Polearms, and Spears. (Interestingly enough, Staffs are listed under page 77 of the Player's Handbook yet there are no Fighter powers that support it. Polearms, on the other hand, actually use Dexterity rather than Wisdom; Wisdom is only used to qualify for the feat Polearm Gamble.)

The second overlooked potential is in making use of the secondary stats. For example, when it comes to Polearms, there are three Encounter Attack powers in the Player's Handbook that are specifically catered to it yet only one of the three actually uses Dexterity for its "rider" effects. The rest ignore Dexterity altogether (one causes the Slow condition while the other increases your Critical Hit threat range). The only other time Dexterity is used ever again is to qualify for some feats. So despite Dexterity or Wisdom supposedly being the secondary stat of Polearms, a Fighter could easily do away with Dexterity when using Polearms. (To the credit of the designers, Dexterity and Light/Heavy Blades are fully exploited, as well as Constitution and Axes/Hammers/Maces, especially with the release of Martial Power.)

The third lacking, and this is partially tied to the secondary stats problem, is creating rider effects for the weapons that make it unique and if possible, are dependent on the secondary stats. For example, one of the most common ability is extra damage based on your Fighter's Dexterity or Constitution modifier. While that's all well and good, it can be boring. Going back to Polearms, it does have interesting rider effects, such as the Slow condition and the higher Critical Hit threat range. It's not tied to its secondary stat however but it's a step in the right direction.

What am I proposing? Aside from fleshing out all the weapon groups across all the Encounter Attack Power levels (one doesn't need to duplicate the levels already covered by the Player's Handbook), room for budding game designers is to create new Attack Powers (and to a certain extent, Feats and Paragon Paths) that not only uses the secondary stat of the various weapons, but create meaningful and interesting effects beyond extra damage or attack bonuses (or rather not too much of those).

For example, to simulate the rapid cuts of a Light Blade, a secondary effect of such a Power might include ongoing damage (or perhaps damage equal to your Dexterity modifier on a miss). When it comes to Hammers, one might strike a nearby opponent with so much force that opponents within a number of squares equal to your Constitution modifier are knocked prone due to the reverberations. For that samurai flavor, Heavy Blades and Polearms might enable you to ignore the resistances of your enemies as you enter a zen-like trance and hit the opponent's vital areas. Axes might deal 1d6 extra points of damage equal to your Constitution modifier on a critical hit to mimic its lethality (or alternatively, deal a minimum amount of damage equal to one-half your Constitution modifier per die).

I can certain imagine such a PDF or a book being released by a third party company. Just add in a few feats and perhaps a Prestige Path (or even Epic Destiny) to cover each weapon group. Those more ambitious might even tackle Daily Powers for the various weapons or unique magic items. (After Adventurer's Vault though, do we really need more weapons, Military or Superior?)

Sample Powers (These Haven't Been Playtested):

Executioner's Decapitation Fighter Attack 27
With a hefty swing, you strike down a vulnerable opponent, aiming for their vital areas.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Requirement: Target must be prone, restrained, or stunned.
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage.
Weapon: If you are wielding an axe, you can score a critical hit on a roll of 18-20. On a critical hit, you deal an extra 1d6 points of damage equal to your Constitution modifier.

Armor Basher Fighter Attack 27
With one powerful strike, your opponent's armor reverberates at the impact of your attack.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target takes a -2 penalty to AC and grants combat advantage to your allies until the end of your next turn.
Weapon: If you are wielding an flail, the target takes a penalty to AC equal to your Dexterity modifier until the end of your next turn.

Tremor Strike Fighter Attack 27
Holding your ground, you transfer your center of gravity into your weapon and and a powerful wave hits those around you.
Encounter * Martial, Weapon
Standard Action Close
burst 1
Target: Each enemy in burst
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage and you knock the target prone.
Weapon: If you are wielding a hammer, the attack is instead a burst equal to one-half your Constitution modifier.

Flash of Cuts Fighter Attack 27
Your flurry of attacks are so fast it seems like they are just one strike. It is only later on that your opponent realizes you have wounded them in several areas.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One or more creatures
Attack: Strength vs. AC, three attacks
Hit: 1[W] + Strength modifier damage. If at least two attacks hits the same target, the target takes 5 ongoing damage (save ends).
Weapon: If you are wielding a light blade, the target receives a penalty to the saving throw equal to your Dexterity modifier.

Cut the Waterfall Fighter Attack 27
Your sensei has trained you to focus so much so that your blade is able to cut a waterfall.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. This attack ignores any resistances the target might have.
Weapon: If you are wielding a heavy blade, the target loses any resistance it has for a number of rounds equal to one-half your Dexterity modifier.

Knock Their Brains Fighter Attack 27
Few are able to take a blow to the head and remain unscathed.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and the target takes a -2 penalty to attack rolls until the end of your next turn. On a critical hit, the target is dazed.
Weapon: If you are wielding a mace, the target takes a penalty to attack rolls equal to your Constitution modifier until the end of your next turn.

Striking for Ore
Fighter Attack 27
The dwarves have honed their skills with picks through years of harvesting minerals from the mines. Flesh and bone are unfortunately softer than metal and all it takes is one precise strike to create a breaking point.
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target gains vulnerability 5 to all weapon attacks until the end of your next turn.
Weapon: If you are wielding a pick, you can make a basic attack as a free action after the attack with a bonus to the attack roll equal to your Constitution modifier.

Keeping Your Distance Fighter Attack 27
Through flexibility and lots of training, you have learned to extend your weapon's reach temporarily to throw off your enemies.
Encounter * Martial, Weapon
Standard Action Close
blast 2
Target: Each enemy in blast.
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage. The target is pushed 1 square.
Weapon: If you are wielding a polearm, this attack has a range of blast 3 instead and you push the targets a number of squares equal to one-half your Dexterity modifier.

Visualizing the Gap Fighter Attack 27
Your enemy's vital areas loom in front of you like a huge target. You use your momentum to propel the strike
Encounter * Martial, Weapon
Standard Action Melee
weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. You can score a critical hit on a roll of 18-20.
Special: When charging, you can use this power in place of a melee basic attack. If you move at least 5 squares during the charge, you can score a critical hit on a roll of 17-20.
Weapon: If you are wielding a spear, you can move an extra number of squares equal to your Dexterity modifier during the charge.

1 comment:

Alexandra Erin said...

Interesting post... I found it while searching for posts about spear fighters after reading the new Class Acts article that came out in this month's Dragon.

I realize this post is half a year old, but I wonder if you've seen the multiclass-based weapon specialization that's come out in the pages of Dragon, where you spend a mutliclass feat to become, for instance, a spiked chain expert, and then can use the acolyte/novice/adept power feats to grab special powers built around that weapon or fighting style?

It's an interesting approach... not one that I'd have thought of, but it's something I think they could build a whole book around.