Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How will superior implements work?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mneme" data-source="post: 4981288" data-attributes="member: 59248"><p>Not really; OD&D had all weapons do 1d6.</p><p></p><p>In theory, they could have made differences between weapons entirely a matter of class features and feats. But D&D's history is that weapons are different, and they wanted the widgetness.</p><p></p><p>Similarly (and importantly) the whole point of implements was to make casters more like weapon users mechanically, thus letting the same reward structure and math cover both. AFAICT, they initially had the idea of implements being "similar but different" -- with more controller secondaries, no inherent damage, and more rider effects. In the end, this has (IMO, anyway) proved to be a bad decision (a good thing to change for 4.5 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />; given the accretion of feats and powers, weapons end up with the best of both worlds: more damage, -and- a much greater variation in inherent properties (there are 6 implements; there are over 40 distinct weapons. Hmm), enchants (most weapon enchants affect -categories- of weapons; most implement enchants affect specific implements. Thus most weapon enchants are available to all weapon users, with at most a feat, whereas most implement enchants...aren't) -- without a significant difference in how many status effects (etc) are available.</p><p></p><p>In a perfect world, the distinction would be eroded, with the "combo" types being a superior implement type with enchants layered on top, not a specific implement enchantment that precluded other enchantments (songblades do this OK, as there are at least a good variety of types. Every other combo? Not so much, and rather than having every implement power have a specific damage die, use the same rules as weapons do; implements have their own keywords and damage dice, so you can go with wands for more accuracy, staves for more defense, or (for instance) orbs for more damage, etc, with the idea that wizards, for example, care more about their implement than other casters being layered on top of this.</p><p></p><p>Now, in fact, without a reboot, we're not going to get there from here; you'd need to rewrite every implement ability and replace the fixed damage with [w] construction. But it's possible to give implements -more- of the feel and flexibility of weapons, and one hopes they eventually will.</p></blockquote><p></p>
[QUOTE="mneme, post: 4981288, member: 59248"] Not really; OD&D had all weapons do 1d6. In theory, they could have made differences between weapons entirely a matter of class features and feats. But D&D's history is that weapons are different, and they wanted the widgetness. Similarly (and importantly) the whole point of implements was to make casters more like weapon users mechanically, thus letting the same reward structure and math cover both. AFAICT, they initially had the idea of implements being "similar but different" -- with more controller secondaries, no inherent damage, and more rider effects. In the end, this has (IMO, anyway) proved to be a bad decision (a good thing to change for 4.5 :); given the accretion of feats and powers, weapons end up with the best of both worlds: more damage, -and- a much greater variation in inherent properties (there are 6 implements; there are over 40 distinct weapons. Hmm), enchants (most weapon enchants affect -categories- of weapons; most implement enchants affect specific implements. Thus most weapon enchants are available to all weapon users, with at most a feat, whereas most implement enchants...aren't) -- without a significant difference in how many status effects (etc) are available. In a perfect world, the distinction would be eroded, with the "combo" types being a superior implement type with enchants layered on top, not a specific implement enchantment that precluded other enchantments (songblades do this OK, as there are at least a good variety of types. Every other combo? Not so much, and rather than having every implement power have a specific damage die, use the same rules as weapons do; implements have their own keywords and damage dice, so you can go with wands for more accuracy, staves for more defense, or (for instance) orbs for more damage, etc, with the idea that wizards, for example, care more about their implement than other casters being layered on top of this. Now, in fact, without a reboot, we're not going to get there from here; you'd need to rewrite every implement ability and replace the fixed damage with [w] construction. But it's possible to give implements -more- of the feel and flexibility of weapons, and one hopes they eventually will. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How will superior implements work?
Top