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Changing implements
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<blockquote data-quote="kenmarable" data-source="post: 4634575" data-attributes="member: 40359"><p>Sorry, I should have been clearer. The mechanical differences I am aware of to consider are:</p><p> - holy symbols need only be worn, not wielded</p><p> - staffs also function as a weapon (so save cash by combining magic implement and magic weapon)</p><p> - staffs require 2 hands if you want to use them as a weapon</p><p> - wizards arcane implement mastery varies by implement</p><p></p><p>Other than that, all implements are identical*, right?</p><p></p><p>* Putting aside enchantments, of course. So a symbol of hope and a staff of power and a wand of X are all different. But those are add-ons. The base implements <em>as implements</em> are identical.</p><p></p><p></p><p>But the sum of that is really just trading off a weapon & shield for a 2-handed weapon, and the implement has no real bearing. In both cases both weapon and implement are in effect. And I sure hope 4e is flexible enough to allow paladins and clerics to use 2-handed weapons instead of a weapon and shield. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Some good ideas, I like those. Hadn't really considered applying holy symbol enchantments instead of staff enchantments.</p><p></p><p>I haven't delved deep enough to see if any particular staff enchantments have odd synergies with any particular cleric powers, but this would address that. The corner case/odd synergy issue is on the one hand not a big concern for me since my players aren't usually abusive of those, but on the other hand since I don't know all the nuances yet I'm least able to make an informed opinion on.</p><p></p><p></p><p>I think the player definitely believes that! He's kinda hung up on the staff-wielding thing at the moment. Considered for a bit going with a <em>staff</em>mage instead of a swordmage. Liked the image of an arcane warrior attacking with a staff crackling with energy.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 4634575, member: 40359"] Sorry, I should have been clearer. The mechanical differences I am aware of to consider are: - holy symbols need only be worn, not wielded - staffs also function as a weapon (so save cash by combining magic implement and magic weapon) - staffs require 2 hands if you want to use them as a weapon - wizards arcane implement mastery varies by implement Other than that, all implements are identical*, right? * Putting aside enchantments, of course. So a symbol of hope and a staff of power and a wand of X are all different. But those are add-ons. The base implements [i]as implements[/i] are identical. But the sum of that is really just trading off a weapon & shield for a 2-handed weapon, and the implement has no real bearing. In both cases both weapon and implement are in effect. And I sure hope 4e is flexible enough to allow paladins and clerics to use 2-handed weapons instead of a weapon and shield. :) Some good ideas, I like those. Hadn't really considered applying holy symbol enchantments instead of staff enchantments. I haven't delved deep enough to see if any particular staff enchantments have odd synergies with any particular cleric powers, but this would address that. The corner case/odd synergy issue is on the one hand not a big concern for me since my players aren't usually abusive of those, but on the other hand since I don't know all the nuances yet I'm least able to make an informed opinion on. I think the player definitely believes that! He's kinda hung up on the staff-wielding thing at the moment. Considered for a bit going with a [i]staff[/i]mage instead of a swordmage. Liked the image of an arcane warrior attacking with a staff crackling with energy. [/QUOTE]
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