Majoru Oakheart
Adventurer
Well, it adds 1d10 damage when you use a radiant power. Not nd10.Arivendel said:Did i read it wrong? or does the holy avenger actually does +nd10 whenever you strike with a radiant power?
Well, it adds 1d10 damage when you use a radiant power. Not nd10.Arivendel said:Did i read it wrong? or does the holy avenger actually does +nd10 whenever you strike with a radiant power?
Aria Silverhands said:Yeah I know, but it seems like nearly all the stuff in 4th edition is by default, in the player's hands and it requires the DM to be a hardass and say, no you can't do this. No you can't do that. Instead of the DM saying, here's what you can do.
And it's even lamer that a fighter can swing about a magical sword and not get any benefit from it until someone tells him, "It's a +2, flaming sword."Aria Silverhands said:That is beyond lame. Fighters who've never had magical training whatsoever shouldn't be able to identify magical poop, let alone the properties and effects of a magical item. Sure, they can feel the balance of a sword is better and that it fits their hand perfectly, but anything beyond that should require a person trained in arcane knowledge.
Rechan said:The biggest bugaboo for me about the Identify spell isn't just the 100gp cost, but that it takes 8 hours. Talk about downtime while you find out the haul you got.
By definition, D&D is a game that requires a gamemaster to moderate the game and 1 or more players agreeing with the rules and then playing together.Aria Silverhands said:Yeah I know, but it seems like nearly all the stuff in 4th edition is by default, in the player's hands and it requires the DM to be a hardass and say, no you can't do this. No you can't do that. Instead of the DM saying, here's what you can do.
I had that thought the first time I read it as well. But it occurred to me that it's a matter of flavor. Essentially, with identifies and that entire process, you are handing out unusable magic items to the party which they then need to carry around until the next reasonable time in the story for them to stop, buy pearls and casts some identify spells. Which takes some time to go through the list of 10-20 items they've collected since the last time they got to stop and rest. And you as a DM have to go back through your notes to try to figure out what the heck that longsword actually was, cause they found in 2 and a half months ago. Then the players have to spend a good hour or two fighting over who gets what item or which ones they are going to sell.Aria Silverhands said:That is beyond lame. Fighters who've never had magical training whatsoever shouldn't be able to identify magical poop, let alone the properties and effects of a magical item. Sure, they can feel the balance of a sword is better and that it fits their hand perfectly, but anything beyond that should require a person trained in arcane knowledge.
the REAL design goal was to have PC damage trackable by level. By making extra energy damage on a weapon only happen on a crit, they reduced the potency of energy enchants. +3.5 damage each hit is a LOT. In 4e that comes out to only +.125 [or +.35] damage each hit [per plus].Andor said:Huh. I'm not certain I follow the logic behind making the magic weapons add ons do more damage on crits, but add squat to routine use of the weapon. It seems to be deliberately adding back the "swingyness" whose removal seemed to be a major design goal of 4e.
Don't see why, I am sure a Cleric will be proficient with atleast one of these: Axe, Hammer, Heavy Blade. Most likely Hammer.Kobold Avenger said:I like how a Cleric will also get a lot out of using a holy avenger as well. It might require them to take a proficiency feat, but at least it's useful for a class other than paladin.