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3rd ed items in a 4th Ed World? - challenge
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<blockquote data-quote="shinobi_guyver" data-source="post: 4412159" data-attributes="member: 37296"><p><span style="color: Lime">You could have 3E potions and wands work the same in 4E, where potions grant the effect(s) of a power and wands can cast/use a power until all charges are gone.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">For potions, the only change(s) I would make would be to limit them to Utility Encounter Powers only. This way nobody can use some awesome Daily power of high level from a different class just by drinking something.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Wands could be limited to Arcane Encounter powers. And instead of characters having to take a multiclass feat to be able to use it (like it says in the PHB), create a feat yourself that allows a character to use wands. Something like:</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>Wand Proficiency</strong></span></p><p><span style="color: Lime"><em>Benefit</em>: You gain the ability to use Wands. You do not gain the enhancement bonus of the wand unless your class can use wands as implements.</span></p><p><span style="color: Lime"><em>Special</em>: If you do not belong to a class that has access to powers with the "Arcane" keyword, you can only use wands that are lower than your current level.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Oh... wait... I think I missed your point >.></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">The above would be good if you were making your own potions and wands.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Since your talking about <em>converting</em> 3E potions and wands, you'll probably want to find a 4E power that works almost identical to the 3E spell.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">As far as potions are concerned, I don't see a problem with leaving them as they are. Just make sure they are "potion-only" and that player's won't want to have them as normal powers.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Same thing could be said for wands. Where you find a similar or identical power, use the description given by the power. For everything else, they could remain as-is and have them be "wand-only."</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">I didn't see a problem with the spells being dragged over from 3E to 4E.</span></p><p><span style="color: Lime">Look at this:</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>3E Ray of Enfeeblement</strong></span></p><p><span style="color: Lime">Necromancy</span></p><p><span style="color: Lime">Level: Sor/Wiz 1</span></p><p><span style="color: Lime">Components: V, S</span></p><p><span style="color: Lime">Casting Time: 1 Standard Action</span></p><p><span style="color: Lime">Range: Close (25ft + 5ft/2 levels)</span></p><p><span style="color: Lime">Effect: Ray</span></p><p><span style="color: Lime">Duration: 1 min./level</span></p><p><span style="color: Lime">Saving Throw: None</span></p><p><span style="color: Lime">Spell Resistance: Yes</span></p><p><span style="color: Lime">A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per 2 caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"><strong>4E Ray of Enfeeblement</strong></span></p><p><span style="color: Lime">Encounter <> Arcane, Implement, Necrotic</span></p><p><span style="color: Lime">Standard Action</span></p><p><span style="color: Lime">Ranged 10 (50ft)</span></p><p><span style="color: Lime">Target: One Creature</span></p><p><span style="color: Lime">Attack: Intelligence vs. Fortitude</span></p><p><span style="color: Lime">Hit: 1d10 + INT modifier Necrotic damage, and the target is weakened until the end of your next turn.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">There is almost no difference. The biggest change is instead of a Strength penalty, you take necrotic damage. When you "rewrite" the wands and potions for 4E, you should probably make sure they are handled in the same fashion to avoid them overpowering what is already there. </span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">I think that some 3E spells that could have been put into potions or wands have been turned into rituals for 4E, so it may be a good idea to exclude those.</span></p><p><span style="color: Lime"></span></p></blockquote><p></p>
[QUOTE="shinobi_guyver, post: 4412159, member: 37296"] [COLOR=Lime]You could have 3E potions and wands work the same in 4E, where potions grant the effect(s) of a power and wands can cast/use a power until all charges are gone. For potions, the only change(s) I would make would be to limit them to Utility Encounter Powers only. This way nobody can use some awesome Daily power of high level from a different class just by drinking something. Wands could be limited to Arcane Encounter powers. And instead of characters having to take a multiclass feat to be able to use it (like it says in the PHB), create a feat yourself that allows a character to use wands. Something like: [B]Wand Proficiency[/B] [I]Benefit[/I]: You gain the ability to use Wands. You do not gain the enhancement bonus of the wand unless your class can use wands as implements. [I]Special[/I]: If you do not belong to a class that has access to powers with the "Arcane" keyword, you can only use wands that are lower than your current level. Oh... wait... I think I missed your point >.> The above would be good if you were making your own potions and wands. Since your talking about [I]converting[/I] 3E potions and wands, you'll probably want to find a 4E power that works almost identical to the 3E spell. As far as potions are concerned, I don't see a problem with leaving them as they are. Just make sure they are "potion-only" and that player's won't want to have them as normal powers. Same thing could be said for wands. Where you find a similar or identical power, use the description given by the power. For everything else, they could remain as-is and have them be "wand-only." I didn't see a problem with the spells being dragged over from 3E to 4E. Look at this: [B]3E Ray of Enfeeblement[/B] Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 Standard Action Range: Close (25ft + 5ft/2 levels) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per 2 caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. [B]4E Ray of Enfeeblement[/B] Encounter <> Arcane, Implement, Necrotic Standard Action Ranged 10 (50ft) Target: One Creature Attack: Intelligence vs. Fortitude Hit: 1d10 + INT modifier Necrotic damage, and the target is weakened until the end of your next turn. There is almost no difference. The biggest change is instead of a Strength penalty, you take necrotic damage. When you "rewrite" the wands and potions for 4E, you should probably make sure they are handled in the same fashion to avoid them overpowering what is already there. I think that some 3E spells that could have been put into potions or wands have been turned into rituals for 4E, so it may be a good idea to exclude those. [/COLOR] [/QUOTE]
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