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Ialdabaoth
2013-09-23, 09:00 AM
So, I'm picking up work on Open4E/TRIC again.

This week is all about the Priest character class.

There are four Priest roles: the Avenger (striker), the Templar (defender), the Theurge (controller), and the Cleric (leader). A priest's Role gives them two class features, each of which gives them a Defense bonus, training in a skill, one per-encounter prayer or daily invocation, and a selection of at-wills and encounter prayers as they level up.

All of that has been designed to my satisfaction; if you want to see it, click here (http://open4e.wikia.com/wiki/Priest).

What I need are Faiths.

A Faith is a third class feature, which gives you training in a skill, a damage bonus, a daily invocation, and a further selection of at-wills and encounter prayers as you level up. It also gives you a set of Oaths and Strictures, which are specific things that your character must or cannot do.

I will post a few Faiths - some of which are complete and some of which are not - and then if anyone is willing to help me brainstorm, we can attempt to fill out the rest of them.

Ialdabaoth
2013-09-23, 09:01 AM
Ameyu, Bringer of Light and the Mother of us All
Status: Complete
Alignment: Any Good (Protection, Hope, Knowledge)
Domain: Sun (Fire and Radiant)

Mythology and Origin
Ameyu is the creator god who forged the world from the elemental chaos. She lives within the Palace of the Sun at the pinnacle of heaven, where she holds court with all the Gods but Orochu. It was Ameyu that granted Orochu the mercy of banishment over the justice of annihilation, and the Devouring Serpent has never fogiven her for it. The fifth world, the World of Flame, will belong entirely to her, when the world has been sufficiently purified to withstand the full force of her power and beauty.

Oaths and Strictures
A Servant of Ameyu considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
* filthy, soiled or unsanitary clothing, hair or skin (rectified during the next short rest if they can properly attend to hygiene).
* lying or giving deliberately misleading information (rectified when they admit to the falsehood and are forgiven, or after their next extended rest)
* failing to forgive/holding a grudge (rectified when they make up, or after the next extended rest)
* failing to pray at dawn, noon or sunset under an open sky (rectified at the next dawn, noon or sunset that they pray, or after their next extended rest)

The Servants of Ameyu consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
* refusing to aid the helpless
* permitting an act or event to occur that causes suffering without genuinely attempting to stop it
* lying to cause harm
* failing to seek out and thwart the servants of darkness (including all non-good undead and infernal beings) when presented with an opportunity

Sun Domain Class Feature
* You gain training in Diplomacy.
* When you cast a divine attack prayer that deals damage, it deals [[radiant]] and [[fire]] damage. On a [[critical hit]], the target suffers the following [[divine affliction]]:
Solar Divine Affliction - The target grants advantage to you and your allies, and takes ongoing fire damage equal to your magic damage bonus until they dispel or shrug off this effect. If already granting advantage, the target becomes blinded until the end of your next turn.

Daily Invocation
Radiant Glory - (daily standard action ✦ attack invocation)
Target: All enemies within 5 paces. (Religion vs. Fortitude).
Hit: 1d6 + [ magic damage bonus ] + your level radiant damage, and the target is blinded until the end of your next turn.
Miss: Half damage, and the target grants advantage and takes a -2 penalty to all attack rolls until the end of your next turn.
Effect: Until the end of your next turn, you emit a bright light that illuminates all spaces up to 5 paces away from you. Enemies within this light grant advantage to you and your allies, and cannot gain concealment.

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

Prayer of Light (at-will immediate action ✦ utility prayer)
Target: One touched object (no check)
Effect: The object glows with a bright light until the end of the encounter, illuminating all spaces within 2 paces of it, and dimly illuminating all spaces within 5 paces of it. You may put out the light as a free action. If you perform this prayer again, all previous lights dim to only illuminate their own space, and dimly illuminate all adjacent spaces.

Solar Beneficence (at-will immediate reaction ✦ invigorating prayer)
Trigger: An ally within 10 paces is bloodied or reduced to 0 hit points by an infernal or undead foe.
Effect: You may use your second wind. If you do, you regain the use of your lowest-rank expended per-encounter prayer.

Solar Resurgence (at-will standard action ✦ invigorating)
Target: Self (no check), while standing in direct sunlight.
Success: You regain the use of your lowest per-encounter prayer.
Effect: You are stunned until the end of your next turn.

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
① Solar Strike (per-encounter free reaction ✦ strike prayer)
Trigger: You hit a creature with an attack.
Effect: +1d6 + [ magic damage bonus ] radiant and fire damage, and the target gains vulnerability to radiant and fire damage until the end of your next turn.

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
② Solar Shield (per-encounter immediate interrupt ✦ defensive prayer)
Trigger: You would be hit by an attack.
Effect: You gain 2d6 temporary hit points. While any of these temporary hit points remain, you radiate bright light out to 2 paces and dim light out to 5 paces, have immunity to radiant and fire attacks, and any creature within 2 paces which attacks you takes 1d6 + [ magic damage bonus ] radiant and fire damage and grants advantage to you and your allies until the end of your next turn.

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
③ Radiant Beacon (per-encounter immediate interrupt ✦ invigorating stance prayer)
Trigger: You perform the Radiant Glory daily invocation.
Effect: Until you end this stance, you may sustain the illumination effects of radiant glory until the end of your next turn as an immediate action, and attacks which hit your enemies within the illuminated area deal an additional +1d6 radiant damage. Each time a non-minion creature is reduced to 0 hit points within the illuminated area, you regain the use of your lowest expended per-encounter prayer.

Ialdabaoth
2013-09-23, 09:05 AM
Tenshu, Lord of Thunder and the Warlord of the Gods
Status: Needs Work
Alignment: Any Lawful (Law, War, Strength)
Domain: Wind (Thunder and Lightning)

Mythology and Origin
Tenshu is Ameyu’s warrior and brother-in-arms. Together, Ameyu and Tenshu waged war against the creatures of the elemental chaos, driving back the roiling infinity to forge a place for the First World. When Orochu betrayed them, it was Tenshu that offered to destroy the beast, and take onto himself the sin of betrayal. Ameyu stayed his hand, and the worlds have been what they are, for good or ill, ever since. The fourth world, the World of Sky, will belong to Tenshu, to rule over in merciless justice until all are purified.

Oaths and Strictures
A Servant of Tenshu considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
*
*
*
*

The Servants of Tenshu consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
*
*
*
*

Wind Domain Class Feature
* You gain training in Craft.
* When you cast a divine attack prayer that deals damage, it deals lightning and thunder damage. On a critical hit, the target suffers the following divine affliction:
Wind Divine Affliction - ???.

* You gain the daily invocation ???

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

???

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
???

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
???

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
???

Ialdabaoth
2013-09-23, 09:13 AM
Inayu, Mother of the Harvest and the Giver of Gifts
Status: Needs Work
Alignment: Any Good (Healing, Nature, Love)
Domain: Life (Psychic and Poison)

Mythology and Origin
Inayu is Ameyu’s daughter with Lunshu. Her existence is one of peace, prosperity and joy, tending to the growing things of the world and maintaining the balance between the seasons and the gods. This world is the third world, the World of Wood, and Inayu’s palace within the center of the World Tree guides the course of destiny until Yusho’s measuring stick declares the harvest ready for Lord Tenshu to inspect.

Oaths and Strictures
A Servant of Inayu considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
* inflicting injury on any being that was not threatening harm to another creature (rectified when they tend to and are forgiven by that creature, or after their next extended rest)
* failing to ease the pain of any suffering creature (rectified when they tend to that creature, or after their next extended rest)
* failing to plant the seeds of any eaten fruit, or failing to feed a hungry creature (rectified after planting those seeds, after their next extended rest)

The Servants of Inayu consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
* killing, other than for food or to save another creature's life
* inflicting permanent harm or disease on a creature
* refusing to treat the direly sick or injured, or failing to ease the passing of a terminally ill or suffering creature
* failing to seek out and thwart the undead when presented with an opportunity

Life Domain Class Feature
* You gain training in Heal.
* When you cast a divine attack prayer that deals damage, it deals [[psychic]] and [[poison]] damage. On a [[critical hit]], the target suffers the following [[divine affliction]]:
Life Divine Affliction - The target is dazed and weakened until they dispel or shrug it off. If already dazed, the target becomes dominated until the end of your next turn

Daily Invocation
Harvest's Bounty (daily standard action ✦ attack invocation)
Target: burst 2 centered within 5 paces. (Religion vs. Fortitude).
Hit: 1d4 + [ magic damage bonus ] bashing damage, and the target is immobilized until they break free.
Miss: Half damage.
Effect: The area becomes a zone of flourishing plant life until the end of the encounter, which grants regeneration 2, total concealment, and a +1 cover bonus to you and all allies while you are within the zone. Enemies within the zone are slowed and grant advantage to you and all allies.

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

Spring's Resurgence (at-will standard action ✦ invigorating)
Target: Self (no roll), while standing in a natural or cultivated environment surrounded by healthy living things.
Success: You regain the use of your lowest per-encounter prayer.
Effect: You are stunned until the end of your next turn.

Winter's Reclamation (at-will standard action ✦ attack prayer)
Target: One undead creature within 5 paces (Religion vs. Fortitude)
Effect: The target loses all resistances to poison and psychic damage until the end of your next turn.
Hit: 2d6 + [ magic damage bonus ] poison and psychic damage.

Summer's Vigor (at-will immediate action ✦ healing prayer)
Target: Self or one adjacent ally (Heal vs. highest Save difficulty)
Hit: The target immediately shrugs off all poison and disease effects, and any condition that causes blindness, deafness, or weakness.

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
???

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
???

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
③ Beacon of Life (per-encounter immediate interrupt ✦ invigorating stance prayer)
Trigger: You perform the Harvest's Bounty invocation.
Effect: Until you end this stance, whenever you enter a space you extend the zone effect caused by harvest's bounty to that space and all adjacent spaces, and attacks which hit your enemies within the illuminated area cause that enemy to become grappled by growing vines. Each time a non-minion creature is reduced to 0 hit points within the zone, you regain the use of your lowest expended per-encounter prayer.
You must expend either an immediate action or a move action to sustain this stance; if you expend a move action, the zone extends to all spaces within burst 2 of you.

Ialdabaoth
2013-09-23, 09:24 AM
Lunshu, Lord of the Sea and Sky and the Herald of Seasons
Status: Needs Work
Alignment: Any Chaotic (Freedom, Time, Travel)
Domain: Sea (Acid and Cold)

Mythology and Origin
Lunshu was a being from the elemental chaos who chose to side with Ameyu rather than fight alongside his hordes of brothers and sisters in the Beginning of the Worlds. In return, he and Orochu were given power over the material of the First World, until Orochu betrayed the gods and wrested control of the Holy Mountain. It was Lunshu who warned the gods of Orochu’s betrayal, and so Lunshu was given governance over the second world, the World of Sea, until his waters could cleanse the earth of Orochu’s taint. When his task was accomplished, he reluctantly receded his waters from the Holy Mountain, and Inaya was allowed to plant the seed of her World Tree at its summit.

Oaths and Strictures
A Servant of Lunshu considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
*
*
*
*

The Servants of Lunshu consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
*
*
*
*

Sea Domain Class Feature
* You gain training in Bluff.
* When you cast a divine attack prayer that deals damage, it deals lightning and thunder damage. On a critical hit, the target suffers the following divine affliction:
Wind Divine Affliction - ???.

* You gain the daily invocation ???

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

???

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
???

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
???

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
???

Ialdabaoth
2013-09-23, 09:30 AM
Yusho, King of Jade and Lord of the Scales
Status: Needs Work
Alignment: Lawful Neutral (Law, Wealth, Knowledge)
Domain: Earth (Transmutation and Force)

Mythology and Origin
Yusho was crafted as one of Tenshu's attendants before Orochu's betrayal. When Orochu was bound beyond the Outer Darkness, Yusho was given Orochu's domain beneath the Earth.

Oaths and Strictures
A Servant of Yusho considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
* "creatively interpreting" a contract or agreement to benefit one party over another (rectified when ???, or after the next extended rest)
* performing an action before thinking it over first and weighing the consequences (rectified when ???, or after the next extended rest)
* behaving inconsistently (rectified when ???, or after the next extended rest)
* frivolous behavior (rectified when ???, or after the next extended rest)

The Servants of Yusho consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
* breaking your word or reneging on an agreement or contract
* deliberately lying
* providing unequal rewards or punishments for the same favor or crime
* not paying your debts
* stealing

Earth Domain Class Feature
* You gain training in Insight.
* When you cast a divine attack prayer that deals damage, it deals force and petrification damage. On a critical hit, the target suffers the following divine affliction:
Earth Divine Affliction - ???.

* You gain the daily invocation ???

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

???

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
???

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
???

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
???

Ialdabaoth
2013-09-23, 09:34 AM
Orochu, Lord of Darkness and the Serpent at the Heart of the World
Status: Needs Work
Alignment: Any Evil (Death, Pain, Illusion)
Element: Earth (Transmutation and Necrotic)

Mythology and Origin
Like Lunshu, Orochu was a being from the elemental chaos. A being of treachery and deceit, Orochu was instrumental in formulating the strategies that allowed Ameyu and Tenshu to achieve victory against the primordial titans. In return, he demanded lordship over half of their creation. They reluctantly agreed, and so he raised the Holy Mountain over the highest peaks of the earth, and placed his palace at its summit.

When he became dissatisfied with sharing rule, Orochu chose to betray the gods and wage war with them, using their own Creation against them - certain that the gods loved their world and its inhabitants far too much to destroy them. Lunshu warned Inaya of their treachery, and Ameyu and Tenshu fought Orochu for ten centuries in the catacombs beneath the Holy Mountain.

Just when Tenshu was ready to land the killing blow, Orochu reminded him that they had sworn an oath never to lift arms against each other, and never to spill each other’s blood. Orochu noted that he was technically not inviolation of this oath himself, as it was the beings of the First World, not Orochu directly, who had defied and assaulted the gods.

Tenshu, furious, was ready to forsake all that he was to bring Orochu to justice - but Ameyu stayed his hand. Instead, they imprisoned him beneath the earth, and gave his domain to his brother Lunshu; and so the Second World was born.

But Orochu’s cunning and treachery are unboundable, and so even within his prison he whispered through the roots of the earth, into the mind of the spring goddess Sakaya. And so she came into his domain and feasted with him, enamoured of his hospitality and his dark charm, and was won over to his ways. Inayu, distraught over losing her daughter, took her to Ameya to cleanse her of Orochu’s taint, but any who have eaten the food of the dead can never be cured. And so, for nine months of the year, Sakaya belongs to Inayu, wholesome and pure and sweet; and for three months of the year, she is the prisoner and slave of Orochu beneath the earth.

Oaths and Strictures
A Servant of Orochu considers any of the following actions a Minor Sin. Until the sin has been rectified, the priest may not regain expended per-encounter prayers.
* actually playing fair
* telling the truth when it won't hurt more than a lie
* allowing anyone but yourself an advantage
* permitting others to be happy

The Servants of Orochu consider the following actions to be Major Sins. Until the priest atones for their transgression, they may not regain expended per-encounter prayers or daily invocations.
* saving a life without enslaving them
* losing a fight or contest without getting back at the winners, their families, and everything they ever loved
* being weaker than your enemy

Earth Domain Class Feature
* You gain training in Religion.
* When you cast a divine attack prayer that deals damage, it deals necrotic and petrification damage. On a critical hit, the target suffers the following divine affliction:
Darkness Divine Affliction - ???.

* You gain the daily invocation ???

At-Will Maneuvers
When you choose an at-will maneuver, you may choose from the following options:

???

Rank 1 Prayer
At level 1, you may choose the following as your Rank 1 Prayer:
???

Rank 2 Prayer
At level 3, you may learn the following as your Rank 2 Prayer:
???

Rank 3 Prayer
At level 7, you may learn the following as your Rank 3 Prayer:
???

Ialdabaoth
2013-09-23, 09:46 AM
Minor Gods and Goddesses

Ameyu’s Attendants
Hataya, Banner-Bearer of Ameyu and Herald of the Dawn
Alignment: Lawful Good (Protection, Hope, Strength)
Element: Fire (Radiant and Force)

Tenshu's Attendants
Raisho, Wielder of Lightning, the Instrument of Vengeance
Alignment: Any Lawful (War, Justice, Knowledge)
Element: Wind (Lightning and Radiant)

Sunsho, the Screaming Storm, He Who Struck the Dragon's Tail
Alignment: Any Chaotic (War, Strength, Freedom)
Element: Wind (Thunder and Force)

Inayu’s Attendants
Sakaya, Blossom-Daughter and the Maiden of Spring
Alignment: Chaotic Good (Nature, Love, Illusion)
Domain: Wood (Psychic and Poison)

Yumiya, Plum-Daughter and the Maiden of Summer
Alignment: Any Non-Neutral (Nature, Time, Love)
Domain: Flame (Psychic and Fire)
A servant of Yumiya considers any of the following actions a Minor Sin:
* looking before you leap
* being boring
* having no opinion on a subject

A servant of Yumiya considers any of the following actions a Major Sin:
* suppressing a heartfelt belief or feeling
* not speaking your mind
* abandoning a passion or dream

Inaya, Apple-Daughter and the Maiden of Autumn
Alignment: Any Neutral (Healing, Nature, Hope)
Domain: Wind (Psychic and Thunder)

Lunshu’s Attendants
Tsukiya, Goddess of the Moon and Lover of Umiya
Alignment: Chaotic Good (Time, Illusion, Love)
Domain: Water (Cold and Radiant)

Umiya, Goddess of the Tide and Lover of Tsukiya
Alignment: Chaotic Good (Freedom, Travel, Love)
Domain: Water (Acid and Thunder)

Orochu’s Attendants
Sakaya, Blossom-Daughter and the Lover of Orochu
Alignment: Chaotic Evil (Nature, Desire, Illusion)
Domain: Wood (Psychic and Poison)

Yomicho, Lord of Death and Gatekeeper of Judgement
Alignment: Lawful Evil (Death, Pain, Law)
Domain: Earth (Necrotic and Transmutation)

Juucho, Patron of the Arts and Teacher of Poets
Alignment: Lawful Evil (Pain, Wealth, Knowledge)
Element: Earth (Necrotic and Transmutation)

Ialdabaoth
2013-09-23, 11:12 AM
Welp... there we go. Any suggestions?

Yakk
2013-09-23, 02:07 PM
Solar Resurgence (at-will standard action ✦ invigorating)
Target: Self (Religion vs. Will), while standing in direct sunlight.
Success: You regain the use of your lowest per-encounter prayer.
Effect: You are stunned until the end of your next turn.
A power that gets worse the higher your will is?

Ialdabaoth
2013-09-23, 02:15 PM
A power that gets worse the higher your will is?

Since Religion is based off Wis, and Will is based off Wis, and any Priest is going to be trained in Religion, the DC should hold reasonably steady. That said, if you have any suggestions for different at-wills, I'd appreciate it.

Zelkon
2013-09-23, 02:32 PM
Since Religion is based off Wis, and Will is based off Wis, and any Priest is going to be trained in Religion, the DC should hold reasonably steady.

Yeah, but it makes no sense. Why would the same power get harder to perform the more powerful one becomes? Sure, the power growth offsets it, but it still gets harder in-universe. I could understand if the power itself got better, but it doesn't.

Ialdabaoth
2013-09-23, 02:41 PM
Fair enough; any idea what to replace it with?

Zelkon
2013-09-23, 05:24 PM
Fair enough; any idea what to replace it with?

Straight skill check, or just give 'em the power back. An encounter power is usually not worth losing a turn, not being able to OA, and granting combat advantage.

Yakk
2013-09-23, 05:39 PM
You are spending a standard action, and until the end of your next turn you are stunned. That is *two* standard actions, a move action, and a minor action (or is that now called immediate?).

In exchange you get 1 encounter attack power back -- the worst one.

Unless your encounter attack powers are more than 3 times stronger than your at-will powers, this is a horrible trade.

Stun immunity or resistance will make this only 1 standard action burnt for an encounter attack power recharge. This requires encounter attack powers be twice as good as an at-will attack power to even start considering: and even if so, it becomes situational (ie, enemy lurker disengages, you have nothing better to do THIS turn), as usually damage now >> damage later.

One way to deal with the "5 minute rest" issue of 4e is to replace "encounter powers recharge on a 5 minute rest" with "encounter powers can be recharged as a standard action".

So long as encounter powers aren't more than twice as good as doing an at-will attack (or other at-will standard action), this gets rid of the "did we wait for 5 minutes? Wait, I want to use this heal power twice -- let us wait for 15 minutes between fights" annoyance, while being only abusive in combat if the power is already more than twice as good as an at-will attack.

That also highlights what encounter powers are *too strong* -- if they double the power of an at-will attack, either your at-will attack needs be improved, or the encounter power weakened.

As a side benefit, if there is some encounter utility that is desperately needed, you can burn standard actions to get more uses of it. Maybe that will make heal-botting a bit too easy, however? (every turn, minor heal, standard recover heal).

So to deal with that threat (of heal-botting), make recovering an encounter power a standard action that makes you helpless (you can end the helpless as a free action). If you remain able to take actions at the end of your next turn, you recover the encounter power you chose.

Now your power just becomes a cheaper way to get 1 encounter power back/encounter: at the cost of a standard action, with no helpless for a round.

If you want to tie a skill check in, the character makes a religion check. Until the start of their next turn, that check replaces all of their defences. A good roll (or good bonuses) makes you harder to attack, a poor roll leaves you vulnerable.

Ialdabaoth
2013-09-24, 07:56 AM
Well, in any case, I'm still running into a mental block coming up with encounter powers. :(

Zelkon
2013-09-24, 09:43 AM
Well, in any case, I'm still running into a mental block coming up with encounter powers. :(

Well, they should be about twice as good as at will powers, if not a little better (the at-will power we've been talking about should value encounter powers at about 2.1 times the power of an at-will (two turns for one power, and there's a bit of opportunity cost for not being able to anticipate developments in combat). So, better damage and good effect that can hinder an opponent (usually by making their turn less effective).

Ialdabaoth
2013-09-24, 11:50 AM
Well, they should be about twice as good as at will powers, if not a little better (the at-will power we've been talking about should value encounter powers at about 2.1 times the power of an at-will (two turns for one power, and there's a bit of opportunity cost for not being able to anticipate developments in combat). So, better damage and good effect that can hinder an opponent (usually by making their turn less effective).

Actually, it's not the mechanics that's the problem - once I get an idea for what a power should do (thematically), I can bang the mechanics out pretty fast.

I just need to brainstorm thematics, with a bit of a direction towards what mechanical effects are going to be caused by those thematics.