Bodhiwolff
First Post
Here is my situation.
I started a 4E campaign with friends, and we've been having a fine old time. We started with Keep on the Shadowfell, but we stopped that adventure early after reaching 2nd level, mostly because the plotline had some serious holes in it and it seemed to be very linear. I wanted to give people a real shot at enjoying D&D, so we agreed to simply morph our game into another "official" module, the new Scepter Tower of Spellgard, which is supposed to start for 2nd level characters anyway.
So our party is 2nd level, but they have almost no magic items (they have one set of dwarven armour, one amulet of health, and some healing potions).
After looking through the Scepter Tower of Spellgard module, I was impressed with the layout and the plotline (although the actual climax might need a little tweaking).
However, the rewards, especially in the early part of the module, seem a little skewed.
As an example, in the first section of the module, as the adventurers work their way into the actual Tower proper, the only rewards for the party (other than gold) are a +1 Orb and a +1 Wand and a potion. The Orb and the Wand do the exact same thing from a mechanics perspective, and since they don't "stack", having both is a bit useless.
The party is amassing a bit of gold, so I'm willing to have them purchase some items to get rid of the gold, but found items are always more cool!
So I want your advice.
I want good, solid magic items (from the PHB or AV, I own both) which you feel are good for adventurers. I don't want them to be overpowered for their level (so level 2, or 3, maybe 4?). I want everybody to feel that they're getting something fun, useful, something that they'll clutch lovingly to their bosom.
I don't want them to say "aww, fine, I'll take the necklace, I guess ... whatever ..." I want them to name their new toy, and love it!
Examples?
Wizard Reward: I was looking at the Wand of Missile Mastery, which is a +1 wand which also allows Magic Missile to "push 1 square" upon hitting. I figure that a controller who can actually control the battlefield a bit, at range, with their at-will power, might be a smidge more useful, but not horrifically overpowered.
Ranger: I was looking at the Point Blank weapon (may avoid Attacks of Opportunity) or the Prime Shot weapon (+1 damage when able to use Prime Shot ability, which the Ranger is always trying to set himself up for anyway)
Fighter: I was looking at the Inescapable Weapon (cumulative +1 to hit whenever you miss with the weapon, so long as you don't change targets ... nice for those sessions where you keep swishing!)
Cleric: I was looking at the Holy Healer's weapon (adds +1 to healing, with a minor daily power of allowing an ally to heal with a surge plus bonus)
Rogue Reward : Is there anything which makes getting combat advantage easier? My rogue has not yet worked out the intricacies of gaining combat advantage, and other than the occasional flanking maneuver, he rarely gets his sneak attack bonus in.
I'd really like to find something for the rogue.
Other stuff that caught my eye (and hmm, did you notice that everything there was a weapon ... any suggestions for non-weapon cool items?)
Eternal Chalk, Restful Bedroll, Floating Lantern -- all seemed very interesting to me, especially the Restful Bedroll, 'cause at low levels 1d8 temporary hitpoints for a wizard would be a great thing!
Any advice?
I started a 4E campaign with friends, and we've been having a fine old time. We started with Keep on the Shadowfell, but we stopped that adventure early after reaching 2nd level, mostly because the plotline had some serious holes in it and it seemed to be very linear. I wanted to give people a real shot at enjoying D&D, so we agreed to simply morph our game into another "official" module, the new Scepter Tower of Spellgard, which is supposed to start for 2nd level characters anyway.
So our party is 2nd level, but they have almost no magic items (they have one set of dwarven armour, one amulet of health, and some healing potions).
After looking through the Scepter Tower of Spellgard module, I was impressed with the layout and the plotline (although the actual climax might need a little tweaking).
However, the rewards, especially in the early part of the module, seem a little skewed.
As an example, in the first section of the module, as the adventurers work their way into the actual Tower proper, the only rewards for the party (other than gold) are a +1 Orb and a +1 Wand and a potion. The Orb and the Wand do the exact same thing from a mechanics perspective, and since they don't "stack", having both is a bit useless.
The party is amassing a bit of gold, so I'm willing to have them purchase some items to get rid of the gold, but found items are always more cool!
So I want your advice.
I want good, solid magic items (from the PHB or AV, I own both) which you feel are good for adventurers. I don't want them to be overpowered for their level (so level 2, or 3, maybe 4?). I want everybody to feel that they're getting something fun, useful, something that they'll clutch lovingly to their bosom.
I don't want them to say "aww, fine, I'll take the necklace, I guess ... whatever ..." I want them to name their new toy, and love it!
Examples?
Wizard Reward: I was looking at the Wand of Missile Mastery, which is a +1 wand which also allows Magic Missile to "push 1 square" upon hitting. I figure that a controller who can actually control the battlefield a bit, at range, with their at-will power, might be a smidge more useful, but not horrifically overpowered.
Ranger: I was looking at the Point Blank weapon (may avoid Attacks of Opportunity) or the Prime Shot weapon (+1 damage when able to use Prime Shot ability, which the Ranger is always trying to set himself up for anyway)
Fighter: I was looking at the Inescapable Weapon (cumulative +1 to hit whenever you miss with the weapon, so long as you don't change targets ... nice for those sessions where you keep swishing!)
Cleric: I was looking at the Holy Healer's weapon (adds +1 to healing, with a minor daily power of allowing an ally to heal with a surge plus bonus)
Rogue Reward : Is there anything which makes getting combat advantage easier? My rogue has not yet worked out the intricacies of gaining combat advantage, and other than the occasional flanking maneuver, he rarely gets his sneak attack bonus in.
I'd really like to find something for the rogue.
Other stuff that caught my eye (and hmm, did you notice that everything there was a weapon ... any suggestions for non-weapon cool items?)
Eternal Chalk, Restful Bedroll, Floating Lantern -- all seemed very interesting to me, especially the Restful Bedroll, 'cause at low levels 1d8 temporary hitpoints for a wizard would be a great thing!
Any advice?