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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Charged Wands - inspired by Mike Mearls blog post
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<blockquote data-quote="CapnZapp" data-source="post: 4925597" data-attributes="member: 12731"><p>As for static attack bonuses, I would use the standard (set by the AV books).</p><p></p><p>IIRC, it's "level + 4" (unless the spell targets AC).</p><p></p><p>I would also simplify the handling of charges. I like how Mike doesn't actually track charges, but I dislike how he ends up not getting rid of the need to track something much like it: usages.</p><p></p><p>Generally, I would be inclined to start off with the basic mechanism, and balance everything else around that.</p><p></p><p>I would use the simple save mechanism. After using the wand, make a save. Failure means it's dead. You could add bonuses to this save if you want it to "hold many charges", but these should be static - and not change during play. Of course PCs are allowed to use their save-boosting abilities for this save just like any other save (otherwise it would be a mistake of using that mechanism).</p><p></p><p>I would also ditch the penalty for using it more than once per encounter. Simply make it hold a Daily that is usable as an Encounter power, and that's plenty powerful for 4E.</p><p></p><p></p><p></p><p>So, a Wand of Fireball at level 5 (say), would be +9 to attack and damage (again, IIRC).</p><p></p><p>The wand would have the following power:</p><p></p><p><strong>Power (Encounter):</strong> As per the Fireball spell, but with +9 to hit/damage. After each use, make a saving throw. Failure means the wand is used up, and becomes useless and worthless. <em>(add more rules minutae as needed)</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4925597, member: 12731"] As for static attack bonuses, I would use the standard (set by the AV books). IIRC, it's "level + 4" (unless the spell targets AC). I would also simplify the handling of charges. I like how Mike doesn't actually track charges, but I dislike how he ends up not getting rid of the need to track something much like it: usages. Generally, I would be inclined to start off with the basic mechanism, and balance everything else around that. I would use the simple save mechanism. After using the wand, make a save. Failure means it's dead. You could add bonuses to this save if you want it to "hold many charges", but these should be static - and not change during play. Of course PCs are allowed to use their save-boosting abilities for this save just like any other save (otherwise it would be a mistake of using that mechanism). I would also ditch the penalty for using it more than once per encounter. Simply make it hold a Daily that is usable as an Encounter power, and that's plenty powerful for 4E. So, a Wand of Fireball at level 5 (say), would be +9 to attack and damage (again, IIRC). The wand would have the following power: [B]Power (Encounter):[/B] As per the Fireball spell, but with +9 to hit/damage. After each use, make a saving throw. Failure means the wand is used up, and becomes useless and worthless. [I](add more rules minutae as needed)[/I] [/QUOTE]
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Charged Wands - inspired by Mike Mearls blog post
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