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<blockquote data-quote="Sigma" data-source="post: 1351948" data-attributes="member: 3066"><p>I played w/the idea for a while, but couldn't come up with anything that worked really well (though part of the reason is because I went off on a huge tangent trying to build a system to let spellcasters channel spell levels through the wand for extra damage). I didn't really use the magic item rules because I wanted it to be more like an weapon than an item. I suppose the easiest way to try to balance it is get rid of the touch attack aspect. Doing so takes away some flavor, but it makes it a lot easier to deal with. </p><p></p><p>It might work as an exotic weapon, which does 1d6 or 1d4 damage (less than a bow), requires that the user be able to cast arcane spells, and is a force effect. That way, you scale down the bow's damage and give an effect (the force damage) that is on par with an increase in crit in exchange for a feat and spellcasting. I see the lack of ammo as more of a disadvantage than an advantage, considering that you can't get cheap magic ammo. The cost of ammo is fairly insignificant, you could just make the wand cost more than a bow and have the cost difference be about what the character would spend on normal arrows. If having unilimited ammo were really a concern, you could toss in wand crystals at 1gp a pop, and have each one hold 10 charges. Replacing a wand crystal would probably be a move equivalent action. Adds a bit too much bookkeeping for my taste, but it could work.</p></blockquote><p></p>
[QUOTE="Sigma, post: 1351948, member: 3066"] I played w/the idea for a while, but couldn't come up with anything that worked really well (though part of the reason is because I went off on a huge tangent trying to build a system to let spellcasters channel spell levels through the wand for extra damage). I didn't really use the magic item rules because I wanted it to be more like an weapon than an item. I suppose the easiest way to try to balance it is get rid of the touch attack aspect. Doing so takes away some flavor, but it makes it a lot easier to deal with. It might work as an exotic weapon, which does 1d6 or 1d4 damage (less than a bow), requires that the user be able to cast arcane spells, and is a force effect. That way, you scale down the bow's damage and give an effect (the force damage) that is on par with an increase in crit in exchange for a feat and spellcasting. I see the lack of ammo as more of a disadvantage than an advantage, considering that you can't get cheap magic ammo. The cost of ammo is fairly insignificant, you could just make the wand cost more than a bow and have the cost difference be about what the character would spend on normal arrows. If having unilimited ammo were really a concern, you could toss in wand crystals at 1gp a pop, and have each one hold 10 charges. Replacing a wand crystal would probably be a move equivalent action. Adds a bit too much bookkeeping for my taste, but it could work. [/QUOTE]
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