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<blockquote data-quote="CapnZapp" data-source="post: 4925583" data-attributes="member: 12731"><p>The problem still does not go away.</p><p></p><p>Even if new classes can use Rods (say), there are distinctly Warlockian rods, and there will be distinctly Whateverian rods.</p><p></p><p>The fundamental problem is that certain classes (Warlocks and Shamans come to mind, but feel free to substitute your personal beef) work in ways so unique that tools they benefit from are almost always useless to others.</p><p></p><p>Magic items that modify "curses" will only be useful for Warlocks. One solution would of course be to add more classes that use curses, but an even better solution would be to add magic items that give benefits to all kinds of "striker tags": cursed targets, quarried targets and so on.</p><p></p><p>To me the tendency is clear: adventures tend to focus on supplying items that are generally useful to a lot of characters.</p><p></p><p>This means weaponry, holy symbols, wands and staffs. </p><p></p><p>And again, the AV2 designers in that Design & Development article outright says they avoided group item sets involving the Warlock. Twice! (<strong>Both</strong> their examples says "avoid the Warlock").</p><p></p><p>The only conclusion seems to be: if your DM runs ready-made adventures, don't roll up a user of Rods, Orbs or Totems! You will find <em>much fewer</em> cool such items than Longswords and Holy Symbols, unless your DM intervenes specifically on your behalf.</p><p></p><p>Likewise, don't play "new" classes like Swordmages, Avengers or Assassins. While books like AV2 do attempt to add some items that specifically boost your unique features and powers, official adventures will almost never feature them - they're completely useless to everyone else, and most people play PHB1 classes!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4925583, member: 12731"] The problem still does not go away. Even if new classes can use Rods (say), there are distinctly Warlockian rods, and there will be distinctly Whateverian rods. The fundamental problem is that certain classes (Warlocks and Shamans come to mind, but feel free to substitute your personal beef) work in ways so unique that tools they benefit from are almost always useless to others. Magic items that modify "curses" will only be useful for Warlocks. One solution would of course be to add more classes that use curses, but an even better solution would be to add magic items that give benefits to all kinds of "striker tags": cursed targets, quarried targets and so on. To me the tendency is clear: adventures tend to focus on supplying items that are generally useful to a lot of characters. This means weaponry, holy symbols, wands and staffs. And again, the AV2 designers in that Design & Development article outright says they avoided group item sets involving the Warlock. Twice! ([B]Both[/B] their examples says "avoid the Warlock"). The only conclusion seems to be: if your DM runs ready-made adventures, don't roll up a user of Rods, Orbs or Totems! You will find [I]much fewer[/I] cool such items than Longswords and Holy Symbols, unless your DM intervenes specifically on your behalf. Likewise, don't play "new" classes like Swordmages, Avengers or Assassins. While books like AV2 do attempt to add some items that specifically boost your unique features and powers, official adventures will almost never feature them - they're completely useless to everyone else, and most people play PHB1 classes! [/QUOTE]
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