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D&D Older Editions, OSR, & D&D Variants
Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Undrave" data-source="post: 9246308" data-attributes="member: 7015698"><p>LOVE the implements and what they can do to differentiate the playing style of the Wizard. The Staff of Defense in Particular is quite cool because it makes your Wizard more likely to go for close bust or close blast powers, who can be very good because of the risk involved. And the encounter 'Shield' ability is really cool. </p><p></p><p>On top of that, you can get the Hafted Defense feat that, when you hold your quarterstaff in both hands, grants you a +1 Shield bonus to AC and Reflex! That's rad. Implements > Schools of Magic.Plus, implements meant more fun magic item for Wizards </p><p></p><p></p><p></p><p>That's how we played it too. We basically went with the 'one daily power per Encounter model' and we judged the best one to use on the situation, usually with the Leaders keeping theirs for the end of the day. Beacon of Hope (Bacon of Hope!) was my go-to Daily as a Cleric and that was reserved for 'oh naughty word' moments. I think having the Striker spend theirs early in the adventure is a good idea because they'll usually finish Encounters faster. </p><p></p><p>and if you encounter what you THINK is the big bad, then Daily away! </p><p></p><p>Augh... Wizard fans are the worst.</p></blockquote><p></p>
[QUOTE="Undrave, post: 9246308, member: 7015698"] LOVE the implements and what they can do to differentiate the playing style of the Wizard. The Staff of Defense in Particular is quite cool because it makes your Wizard more likely to go for close bust or close blast powers, who can be very good because of the risk involved. And the encounter 'Shield' ability is really cool. On top of that, you can get the Hafted Defense feat that, when you hold your quarterstaff in both hands, grants you a +1 Shield bonus to AC and Reflex! That's rad. Implements > Schools of Magic.Plus, implements meant more fun magic item for Wizards That's how we played it too. We basically went with the 'one daily power per Encounter model' and we judged the best one to use on the situation, usually with the Leaders keeping theirs for the end of the day. Beacon of Hope (Bacon of Hope!) was my go-to Daily as a Cleric and that was reserved for 'oh naughty word' moments. I think having the Striker spend theirs early in the adventure is a good idea because they'll usually finish Encounters faster. and if you encounter what you THINK is the big bad, then Daily away! Augh... Wizard fans are the worst. [/QUOTE]
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