Before I begin, a quick explanation of a house rule. Rather than keep track of charges, we randomly determine whether a wand's charges have expired (using a "charge die"). A fully charged wand uses a d20, and on a roll of a 1, it degrades to a d12, a d10, and finally a d8. (As a side question, can anyone with any level of sophistication in math tell me how close I will get to 50 using this method).
In the ongoing quest to spice up the game, I was playing with the idea of a wand of magic missiles that is also a +1 ghost touch crossbow bolt. Here's the game design theory issue - how do I handle the survival of the the wand when you shoot it as a bolt.
Option 1: Use the regular ammunition rules. It breaks if it hits, there's a 50% chance of breaking if it misses.
Option 2: "Use" a charge. Roll the charge die as if you had used the wand to cast a spell. If you get a 1, you downgrade as explained above. The wand/bolt is not destroyed unless all charges are used up.
Option 3: Chance of breaking is equal to the chance of downgrading. Each time you use the wand, roll the charge die. On a 1, the wand/bolt breaks.
Now here's my question. How do you compare these options? Option 2 is clearly the most powerful, option 1 clearly the least powerful. But how much more powerful is option 2 than option 1? I like the flavor of 2 or 3, but worry that I am effectively giving out a +1 ghost touch crossbow with a small chance of breakage.
In the ongoing quest to spice up the game, I was playing with the idea of a wand of magic missiles that is also a +1 ghost touch crossbow bolt. Here's the game design theory issue - how do I handle the survival of the the wand when you shoot it as a bolt.
Option 1: Use the regular ammunition rules. It breaks if it hits, there's a 50% chance of breaking if it misses.
Option 2: "Use" a charge. Roll the charge die as if you had used the wand to cast a spell. If you get a 1, you downgrade as explained above. The wand/bolt is not destroyed unless all charges are used up.
Option 3: Chance of breaking is equal to the chance of downgrading. Each time you use the wand, roll the charge die. On a 1, the wand/bolt breaks.
Now here's my question. How do you compare these options? Option 2 is clearly the most powerful, option 1 clearly the least powerful. But how much more powerful is option 2 than option 1? I like the flavor of 2 or 3, but worry that I am effectively giving out a +1 ghost touch crossbow with a small chance of breakage.