Magic Item Daily's


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It was a joke item. Besides, once you get to 11th Level, you can't buy the Level 5 Rock. They are all sold out! B-)

In other news, the Artificer Class from the Eberron Players Guide does enable multiple uses of a magic item's Daily Power.

The Artificer is still considered a playable Class? Who'd have known? j/k, i've never known anybody who considered playing this class so that's interesting to know about the class.
 

The Artificer is still considered a playable Class? Who'd have known? j/k, i've never known anybody who considered playing this class so that's interesting to know about the class.
It's actually an amazingly powerful class in 4e. They are a very potent, very versatile Leader, able to shift from long-range to melee without giving up a bit of their power. Magic Weapon is one of the best At-Wills, hands down.

Also, although it's easy to miss unless you look closely, they have the absolute best healing in the game.

I'll note, though, that they don't actually give extra item uses to PCs. They can recharge the daily powers of items, but that doesn't allow uses beyond the built-in limits. (They do have a Daily Utility that allows an extra item use, though.)

-O
 


Good to know.

What does Magic Weapon at-will do? Also, why do they have the best healing?
Magic Weapon is a Weapon At-Will, with a +1 to attack.

It does expected damage, and gives all adjacent allies +1 to-hit and +[Mod] to Damage until the end of your next turn.

They have the best healing because they allow the party to basically pool its healing surges. The healing itself is surgeless, which is huge to start with. In order to recharge their healing whammies during a short rest, the artificer or one of his allies needs to sacrifice one of their own healing surges. It's intensely flexible.

They also have a secondary use of their healing abilities, which buffs an ally, followed by a surge+modifiers' worth of Temp HPs. (And a feat which gives the same amount of THPs to another ally.)

-O
 

Well then! :-P
Psst. Step into this dark alley privacy corridor. I will sell you this magic rock for only 500 gold pieces. Unlike your average magic rocks, this one has unlimited charges per day and it tastes like strawberries!

Here, hold it--it's heavy. Use both hands--while I demonstrate how well it works with this large bloodstained club.
 

The metagame restriction of the Milestone rules on magic items is very annoying because it severely reduces the usability of your magic items.

Effectively you can only use one magic items daily power every second encounter, that is not very fun if you want to play with your magic toys plus you risk bringing your PC into a situation where you could have saved yourself some pain or maybe avoided death if you could have used one magic item daily power but unfortunately it was "offline".

In the campaigns I DM, I houserule out the Milestone uses. The PCs may use their magic item daily powers as they see fit. The Action Point is also available every encounter. When I am playing I agitate for the use of this houserule.
These are very similar to our houserules, but I allow all daily powers as encounter powers (GASP!).

Action point every encounter : Players love it
Being able to use each item once per encounter : Players Love it
Effect on game balance : Meh, encounters need to be a little tougher, but that aint so hard
Running this way : 6 months or so.
Milestones : Dont use them AT ALL
Overall result : FUN!
 

Thanks for the support, Bob.

I have just recently started a new campaign with a group of newbie players and they love the Action Point per encounter and soon they will get their first bunch of magic items where I like you have changed the magic item daily powers to encounter powers.

Milestones are houseruled out and ignored so at least one point of confusion is avoided at the table.
 

In our game Magic item powers are restricted to consumables and equiped items.

We don't use that milestone rule(plainly its a bit stupid), basically most encounters tend to end at somepoint and then there are new encounters, and if those encounters are encounted before the party has rested then they still have no dailies to use.

how can fighting two encounters in a day make you brain able to store another daily power spell???
 

how can fighting two encounters in a day make you brain able to store another daily power spell???
Well, how can _anything_ 'make you brain able to store another daily power spell?

The whole concept of storing power spells doesn't make any sense. What is this Dungeons & Dragons thing supposed to be, anyway? I know there are things called Dungeons but every child knows that there's no such thing as Dragons! It's just plain stupid.
 

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