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How will superior implements work?
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<blockquote data-quote="mneme" data-source="post: 4978938" data-attributes="member: 59248"><p>I think that like Superior Weapons, it's important to provide a set of choices, rather than One Better Option.</p><p></p><p>But...moar damage is part of it. Damage is the core currency in D&D4 -- it's the primary mechanism for effectiveness. One can provide damage in a number of ways -- from assigning vulnarabilities to die rerolling (including brutal) to adding a static amount of damage to adding significant crit damage or to the crit range -- but one of the foci of 4e was making damage more important, rather than a plethora of non-damage currencies, and it's mostly worked.</p><p></p><p>So, in the general spirit, and playing around:</p><p></p><p>Wand: +1 to hit (equiv: broadsword -> bastard sword)</p><p>Staff: +1 AC, inflicts +d8/tier on a critical</p><p>Rod: Can reroll each damage die once, but must keep the new value.</p><p>Orb: +1 damage, +1 to ongoing damage inflicted with spells.</p><p>Totem: Summons, Spirit, and Wild Shape inflict +1 damage per die (could be different types of superior totems)</p><p>Summoning Tome: Summoned creatures and conjurations gain brutal(2).</p><p>General Tome: +1 damage if you wield this tome with both hands. Double the range on ranged spells cast through this implement.</p><p>Holy Symbol: (has to vary, but) inflicts vunlerable(Radient) 1/tier on a hit.</p><p>Superior Implement Weapon: Implements powers used through this weapon inflict 1[W] per 2d6, 2d4, or 1d8, or 1d10 of power damage. Retain any damage that cannot be converted. Brutal, High Crit, and Versitile applies to converted weapon damage when used as an implement, but not other spell damage.</p></blockquote><p></p>
[QUOTE="mneme, post: 4978938, member: 59248"] I think that like Superior Weapons, it's important to provide a set of choices, rather than One Better Option. But...moar damage is part of it. Damage is the core currency in D&D4 -- it's the primary mechanism for effectiveness. One can provide damage in a number of ways -- from assigning vulnarabilities to die rerolling (including brutal) to adding a static amount of damage to adding significant crit damage or to the crit range -- but one of the foci of 4e was making damage more important, rather than a plethora of non-damage currencies, and it's mostly worked. So, in the general spirit, and playing around: Wand: +1 to hit (equiv: broadsword -> bastard sword) Staff: +1 AC, inflicts +d8/tier on a critical Rod: Can reroll each damage die once, but must keep the new value. Orb: +1 damage, +1 to ongoing damage inflicted with spells. Totem: Summons, Spirit, and Wild Shape inflict +1 damage per die (could be different types of superior totems) Summoning Tome: Summoned creatures and conjurations gain brutal(2). General Tome: +1 damage if you wield this tome with both hands. Double the range on ranged spells cast through this implement. Holy Symbol: (has to vary, but) inflicts vunlerable(Radient) 1/tier on a hit. Superior Implement Weapon: Implements powers used through this weapon inflict 1[W] per 2d6, 2d4, or 1d8, or 1d10 of power damage. Retain any damage that cannot be converted. Brutal, High Crit, and Versitile applies to converted weapon damage when used as an implement, but not other spell damage. [/QUOTE]
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