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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Implements as "weapons"
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<blockquote data-quote="Garthanos" data-source="post: 4830674" data-attributes="member: 82504"><p>The above is interestingly a new feature snuck in... currently wizards and company are very nearly identically effective armed as unarmed ;-).... now a Warlock sans rod is d4 instead of d10 - this is a big difference. </p><p></p><p>Some of my other house rules are directed towards the other direction, making everyone a little less dependent on their gadgets. </p><p></p><p>But wizards/warlocks etc being a bit more disarm-able could be seen as good or bad it might affect the world culture... </p><p></p><p>With disarming effects in D&D being far more rare than you would expect (if you are playing cinematically) and overly powered due to object dependence, this hr makes them equally over powered against implement users <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>For me that is actually a flavor loss.</p><p></p><p>My game world has cuffs which bind wizards psychically, because much wizardry in my game don't require gestures and drugs which suppress the magical gifts of the taker.... and others which just keep somebody woozy enough to disrupt spell working. But in general they have to go out of their way for a wizard to be stopped like a martial artist many wizards (but not all as some are dependent on expendable components) are frequently always armed to the teeth at least that is the populous view of the matter making them dangerous.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4830674, member: 82504"] The above is interestingly a new feature snuck in... currently wizards and company are very nearly identically effective armed as unarmed ;-).... now a Warlock sans rod is d4 instead of d10 - this is a big difference. Some of my other house rules are directed towards the other direction, making everyone a little less dependent on their gadgets. But wizards/warlocks etc being a bit more disarm-able could be seen as good or bad it might affect the world culture... With disarming effects in D&D being far more rare than you would expect (if you are playing cinematically) and overly powered due to object dependence, this hr makes them equally over powered against implement users ;) For me that is actually a flavor loss. My game world has cuffs which bind wizards psychically, because much wizardry in my game don't require gestures and drugs which suppress the magical gifts of the taker.... and others which just keep somebody woozy enough to disrupt spell working. But in general they have to go out of their way for a wizard to be stopped like a martial artist many wizards (but not all as some are dependent on expendable components) are frequently always armed to the teeth at least that is the populous view of the matter making them dangerous. [/QUOTE]
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Implements as "weapons"
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