Mustrum_Ridcully
Hero
Based on my post in this thread: http://www.enworld.org/forum/genera...e-who-like-d-d-4th-edition-4.html#post4991274
and specifically on cmbaronas list.
We had this idea before in House Rules. How about having Implements and Weapons always work according to the same mechanic to determine damage and and attack bonus.
If you are proficient with a weapon, you get a bonus to attack and damage. The damage bonus applies to each damage die listed in the power.
The [W] notation now is effectively replaced with a d4.
Examples:
Clubb: +2 attack bonus, +1 damage bonus
Dagger: +3 attack bonus
Longsword: +3 attack bonus, +2 damage bonus
Greatsword: +3 attack bonus, +3 damage bonus
The difficulty is actually adding these properties to existing implements, the weapon process is relatively straightforward.
I suppose one will have to improve the overall effectiveness of implements to keep the balance.
Ki Focus, Orb, Wand: +1 attack bonus
Holy Symbol, Staff, Totem: +1 damage bonus
Or one could consider these in different "proficiency groups".
Simple Implements are holy symbols, staffs and totems
Advanced Implements are Wands and Orbs.
Ultimately I think that the system doesn't work good enough for my taste within the existing power framework - some stuff will lead to strange results. For example, Magic Missile will now often become more damaging than Eldritch Blast, which is clearly not desired! Defenses don't work with this assumption in mind, either.
But I think this is the approach I will take when I go back to my d20 Modern 2.0 homebrew system.
and specifically on cmbaronas list.
We had this idea before in House Rules. How about having Implements and Weapons always work according to the same mechanic to determine damage and and attack bonus.
If you are proficient with a weapon, you get a bonus to attack and damage. The damage bonus applies to each damage die listed in the power.
The [W] notation now is effectively replaced with a d4.
Examples:
Clubb: +2 attack bonus, +1 damage bonus
Dagger: +3 attack bonus
Longsword: +3 attack bonus, +2 damage bonus
Greatsword: +3 attack bonus, +3 damage bonus
The difficulty is actually adding these properties to existing implements, the weapon process is relatively straightforward.
I suppose one will have to improve the overall effectiveness of implements to keep the balance.
Ki Focus, Orb, Wand: +1 attack bonus
Holy Symbol, Staff, Totem: +1 damage bonus
Or one could consider these in different "proficiency groups".
Simple Implements are holy symbols, staffs and totems
Advanced Implements are Wands and Orbs.
Ultimately I think that the system doesn't work good enough for my taste within the existing power framework - some stuff will lead to strange results. For example, Magic Missile will now often become more damaging than Eldritch Blast, which is clearly not desired! Defenses don't work with this assumption in mind, either.
But I think this is the approach I will take when I go back to my d20 Modern 2.0 homebrew system.
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