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General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Keywords Question Answered
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<blockquote data-quote="Rith the Wanderer" data-source="post: 4376640" data-attributes="member: 61453"><p>I think granting combat advantage to rogues every turn is a very optimized combo. I don't think its game breaking, as rogues are supposedly intended to have it <em>almost </em>every turn anyway. </p><p> </p><p>I think applying a -2 to all enemies attacks, having a larger area, gaining a +2 to a defense of your choice, and forcing enemies to reroll on every single save, for every single attack, is ridiculous. </p><p> </p><p>I think allowing casters to deal half cold damage or half fire damage, or whatever, on spells while using an implement specifically designed to allow that would be perfectly fine, game balance and fluff-wise. The casters/meleers who choose this route will be limited in that they have to pick a weapon with that ability, and it will only be allowing one damage type (with a common resistance, if the PHB weapons are any indication) and the feats going with that damage type (not several of them). </p><p> </p><p>Adding effect keywords (which, despite what your post says, is in fact disallowed by this ruling) is ridiculous. You shouldn't have a disintegrate that is fear, or a fireball that is charm. Also, you shouldn't have a spell absorbing random keywords just because the wand they are holding can cast a spell with those keywords once per day.</p><p> </p><p>Fluff-wise, it is easy for me to imagine a weapon sheathed in cold dealing cold damage when it hits. It is easy for me to imagine a frozen wand that allows energy admixture. It is not easy for me to imagine a psychic, thunder, fear wand causing a fireball to be scary, psychic, and thunderous, especially considering that wand has no special effect to allow it, it just holds a spell with those powers.</p></blockquote><p></p>
[QUOTE="Rith the Wanderer, post: 4376640, member: 61453"] I think granting combat advantage to rogues every turn is a very optimized combo. I don't think its game breaking, as rogues are supposedly intended to have it [I]almost [/I]every turn anyway. I think applying a -2 to all enemies attacks, having a larger area, gaining a +2 to a defense of your choice, and forcing enemies to reroll on every single save, for every single attack, is ridiculous. I think allowing casters to deal half cold damage or half fire damage, or whatever, on spells while using an implement specifically designed to allow that would be perfectly fine, game balance and fluff-wise. The casters/meleers who choose this route will be limited in that they have to pick a weapon with that ability, and it will only be allowing one damage type (with a common resistance, if the PHB weapons are any indication) and the feats going with that damage type (not several of them). Adding effect keywords (which, despite what your post says, is in fact disallowed by this ruling) is ridiculous. You shouldn't have a disintegrate that is fear, or a fireball that is charm. Also, you shouldn't have a spell absorbing random keywords just because the wand they are holding can cast a spell with those keywords once per day. Fluff-wise, it is easy for me to imagine a weapon sheathed in cold dealing cold damage when it hits. It is easy for me to imagine a frozen wand that allows energy admixture. It is not easy for me to imagine a psychic, thunder, fear wand causing a fireball to be scary, psychic, and thunderous, especially considering that wand has no special effect to allow it, it just holds a spell with those powers. [/QUOTE]
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