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General Tabletop Discussion
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Couple of rules questions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4897094" data-attributes="member: 82106"><p>It did leave the square, the front part of the ogre left the square diagonal to the the fighter. Sure, the back part of the ogre moved INTO that square as well, but so what? Good luck convincing him though. </p><p></p><p>The other poster's are correct on point one. MCing into implement using classes can easily force you to use multiple different implements. Arcane Implement Proficiency can help with a few combinations (and presumably must also grant you the ability to use properties etc of whatever implement you took it for, else its worthless). This is really one of the main limitations on anything that lets you pick powers from other classes. Notice how the wording in the PHB on wands seems to offer an out so that you could MC into a wand using class, gain a power from it, and then use wand powers. Staffs, rods, and orbs interestingly have no such text.</p><p></p><p>Essentially when you MC into a class and want to get implement powers, you should consider what sorts of overlap there is with your character's existing allowed implements. Some classes will synergize well, like Invokers and either wizards or warlocks, other's won't, like primal classes and anything non-primal. </p><p></p><p>AV2 introduces some items which are both Arcane implements AND Holy symbols. This could open up some ways to use MCing between the two power sources more effectively since up to now it has been pretty hard to combine say cleric and wizard implement powers in one character.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4897094, member: 82106"] It did leave the square, the front part of the ogre left the square diagonal to the the fighter. Sure, the back part of the ogre moved INTO that square as well, but so what? Good luck convincing him though. The other poster's are correct on point one. MCing into implement using classes can easily force you to use multiple different implements. Arcane Implement Proficiency can help with a few combinations (and presumably must also grant you the ability to use properties etc of whatever implement you took it for, else its worthless). This is really one of the main limitations on anything that lets you pick powers from other classes. Notice how the wording in the PHB on wands seems to offer an out so that you could MC into a wand using class, gain a power from it, and then use wand powers. Staffs, rods, and orbs interestingly have no such text. Essentially when you MC into a class and want to get implement powers, you should consider what sorts of overlap there is with your character's existing allowed implements. Some classes will synergize well, like Invokers and either wizards or warlocks, other's won't, like primal classes and anything non-primal. AV2 introduces some items which are both Arcane implements AND Holy symbols. This could open up some ways to use MCing between the two power sources more effectively since up to now it has been pretty hard to combine say cleric and wizard implement powers in one character. [/QUOTE]
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Couple of rules questions
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