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Excerpt: Economies [merged]
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<blockquote data-quote="Fanaelialae" data-source="post: 4221541" data-attributes="member: 53980"><p>I get the impression that cdrcjsn is a playtester who has to be careful answering your questions without violating the NDA.</p><p></p><p>We've seen from the magic items from DDXP (at least I think that's where they're from- I'm just looking at the Pre-Release Rules Compilation) that magic items do more than just grant a +1 or +2. That +3 Staff of the Warmage might grant him the effect of Enlarge Spell 1/day, but his +1 Orb of Extendospell might grant Extend Spell 1/day. The staff is obviously the weapon of choice (because it's +3 rather than +1) but you'd want to use the orb instead if an enemy was beyond the normal range of one of your spells. Having the staff doesn't render the orb useless. If the other implements have various useful effects, keeping them around might well be better than getting 20% or even 100% of their value.</p><p></p><p>It's similar to how in 3.x a Flaming Sword +2 is better than a Dragon Bane Sword +1, but if you know your DM likes to throw a few good dragon fights into his campaigns, that Dragon Bane sword is worth holding on to. In 4e, however, I imagine this is more generally applicable.</p><p></p><p></p><p></p><p></p><p></p><p>Your +2 Cloak of Resistance (grants resist all 5 for 1 round 1/day) might be your default neck piece, but swapping it for you +1 Amulet of Health (resist 5 poison) might be a very good idea if you're attacked by a giant cobra.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4221541, member: 53980"] I get the impression that cdrcjsn is a playtester who has to be careful answering your questions without violating the NDA. We've seen from the magic items from DDXP (at least I think that's where they're from- I'm just looking at the Pre-Release Rules Compilation) that magic items do more than just grant a +1 or +2. That +3 Staff of the Warmage might grant him the effect of Enlarge Spell 1/day, but his +1 Orb of Extendospell might grant Extend Spell 1/day. The staff is obviously the weapon of choice (because it's +3 rather than +1) but you'd want to use the orb instead if an enemy was beyond the normal range of one of your spells. Having the staff doesn't render the orb useless. If the other implements have various useful effects, keeping them around might well be better than getting 20% or even 100% of their value. It's similar to how in 3.x a Flaming Sword +2 is better than a Dragon Bane Sword +1, but if you know your DM likes to throw a few good dragon fights into his campaigns, that Dragon Bane sword is worth holding on to. In 4e, however, I imagine this is more generally applicable. Your +2 Cloak of Resistance (grants resist all 5 for 1 round 1/day) might be your default neck piece, but swapping it for you +1 Amulet of Health (resist 5 poison) might be a very good idea if you're attacked by a giant cobra. [/QUOTE]
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