Fun with magic weapons

Zaruthustran

The tingling means it’s working!
Magic weapons add not only flavor, but new capability and tactics. I'm predicting that high level adventurers will have an expensive primary magic item appropriate for their class, sure, but also have a number of cheap +1 items for utility use and special situations.

For examples, see the short list below. Lot of thrown weapons in there since they allow either melee or ranged attack, and can be either Str-based at range (heavy thrown) or Dex-based (light thrown), as most suitable to the character. And, conveniently, all thrown weapons essentially have the Returning property.


  • Melee Ranger with a +1 ghostbane weapon, so when he uses powers that allow an attack with each weapon, he can hit with the ghostbane weapon first--so the target loses Insubstantial against the other weapon.
  • Fighter with +1 lightning throwing axe, so he gets access to a cheap AoE for use against minions (at either melee or ranged). The lightning effect automatically deals damage, and what’s more, it damages only enemies within 2 of the target--you and your allies are safe if they are within the AOE.
  • Any weapon-using character would find it useful to carry a thrown weapon with the thundering property, which gives access to a cheap Push effect for those times when the enemy is standing next to a chasm/fire/persistent AOE created by the party wizard.
  • With a +1 Resounding throwing hammer, the fighter-types can get a taste of what it’s like to be a Controller by attacking at melee and then shifting away, or throwing against a distant monster that relies on melee attacks. If the attack hits, the target is Dazed (reduced to a single action). If the target doesn't have any ranged capability, the target essentially loses a round of attacks--it'll have to use its single action to Move into melee range, and then its turn will end.

I just really like how even cheap magic items are useful at high levels, and how careful selection of enhancements can give you access to abilities not normally available for your class.

The restriction--and I didn't notice this when I made the original post--is that 4E puts a limit to the number of Daily magic item powers you're able to activate. The limit is essentially 1 daily magic item power per day, per tier. Still, even at one/day it makes sense to carry one of the above items for those special situations, such as when you, as a fighter, really need an AoE.
 
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Isn't there a limit to the number of magical items you can use in a day?

In addition, each character can only activate a few different magic item powers in a given day, so the guy who brings a loaded pack full of flashy items doesn’t get as much bang for his buck.
http://www.wizards.com/default.asp?x=dnd/4ex/20080516a

Maybe I'm not clearly understanding how the daggers do their magical trick, but that quote would seem to work against it.
 

You're right! Here's the rule: "At 1st–10th level, you can use one magic item daily power per day."

Okay, so the rogue trick wouldn't work. That's a relief--I like that 4E anticipates exploits, and shuts them down.

I'll edit the OP.
 

There's a tier limit on the number of magic items you can activate in a single day. This only affects the daily power of an item, items with at will, encounter or always-on powers are unaffected.
 

I also think that Epic-level characters in particular will have a lot of trouble hitting things with +1 weapons. I haven't seen a lot of attack bonus boosting options in the PH; those enhancement bonuses from weapons are crucial.

It's not a bad idea, but I think it will remain more effective to have the best enhancement bonuses possible.
 

Every milestone you get another Daily magic item use. You can't use a magic item ability that has already been activated, but it allows you to use a different item.

Another reason to keep going and not rest too often.
 

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