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New to D&D - Level x magic item?
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<blockquote data-quote="the Jester" data-source="post: 5800122" data-attributes="member: 1210"><p>Welll- yes, but....</p><p></p><p>Taking charge as an example, when you charge, you make a <em>melee basic attack</em>- which is a weapon power, not an implement power (though some classes might have an implement power that they can use on a charge or as a MBA; I don't know off hand).</p><p></p><p>Flanking, OTOH, applies as long as you and an ally are on opposite sides of an enemy and adjacent to it, and grants you combat advantage against the enemy. CA gives a +2 to attacks of any sort, so you could even shoot a bow and get the flanking bonus (though you would trigger an opportunity attack for making a ranged attack).</p><p></p><p>Also, regarding weapons as implements- looking it up in the RC now, I was wrong earlier, there is another difference: its weapon properties don't apply, such as high crit, brutal, reach, versatile, etc. </p><p></p><p>Here's a bit more on the subject of magic weapons as implements for you:</p><p></p><p></p><p></p><p>Any powers that are weapon-only will be (or should be) called out in the individual magic weapon's description.</p><p></p><p></p><p></p><p></p><p>Oh, absolutely! But there's a difference between "What do you want to do?" type of allowing anything and allowing anything in play.</p><p></p><p>For instance, would you let your kids play demon princes? Or do you feel those are better reserved as big bad guys?</p><p></p><p>But I gotta say, having more options is better than having fewer. The Heroes books are great, and they aren't redundant to the Players Handbook (there are a few overlapping powers, but all the class builds are different). You can also download free pdfs of updates of several of the PH versions, with all the errata and updates incorporated, from the WotC site, wizards.com/dnd. </p><p></p><p>One more thing about the sheer volume of material available for D&D- it's awesome and intimidating and the thing is, you really don't <em>need</em> much of it. One Heroes book and the Monster Vault and you're probably set. </p><p></p><p>If you do decide to invest heavily in D&D, watch out that you don't accidentally grab up some older edition material by mistake. You won't be able to use it easily with 4e, the game is very different from older versions. Also, be aware that a new edition of the game is a year or two away, so don't feel cheated by any money you spend now on that account.</p><p></p><p>Older edition material is very fun reading, though, especially 1e with its "Gygaxian prose". </p><p></p><p>A note about the cost- I don't think you will ever find a better return of fun per dollar than you get out of D&D stuff. I still use material that I bought in the 80s (albeit often with a little conversion work). I have thousands of dollars of D&D stuff, and I've easily lowered my cost for what is basically the most fun activity I regularly participate in to pennies per hour.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5800122, member: 1210"] Welll- yes, but.... Taking charge as an example, when you charge, you make a [I]melee basic attack[/I]- which is a weapon power, not an implement power (though some classes might have an implement power that they can use on a charge or as a MBA; I don't know off hand). Flanking, OTOH, applies as long as you and an ally are on opposite sides of an enemy and adjacent to it, and grants you combat advantage against the enemy. CA gives a +2 to attacks of any sort, so you could even shoot a bow and get the flanking bonus (though you would trigger an opportunity attack for making a ranged attack). Also, regarding weapons as implements- looking it up in the RC now, I was wrong earlier, there is another difference: its weapon properties don't apply, such as high crit, brutal, reach, versatile, etc. Here's a bit more on the subject of magic weapons as implements for you: Any powers that are weapon-only will be (or should be) called out in the individual magic weapon's description. Oh, absolutely! But there's a difference between "What do you want to do?" type of allowing anything and allowing anything in play. For instance, would you let your kids play demon princes? Or do you feel those are better reserved as big bad guys? But I gotta say, having more options is better than having fewer. The Heroes books are great, and they aren't redundant to the Players Handbook (there are a few overlapping powers, but all the class builds are different). You can also download free pdfs of updates of several of the PH versions, with all the errata and updates incorporated, from the WotC site, wizards.com/dnd. One more thing about the sheer volume of material available for D&D- it's awesome and intimidating and the thing is, you really don't [i]need[/i] much of it. One Heroes book and the Monster Vault and you're probably set. If you do decide to invest heavily in D&D, watch out that you don't accidentally grab up some older edition material by mistake. You won't be able to use it easily with 4e, the game is very different from older versions. Also, be aware that a new edition of the game is a year or two away, so don't feel cheated by any money you spend now on that account. Older edition material is very fun reading, though, especially 1e with its "Gygaxian prose". A note about the cost- I don't think you will ever find a better return of fun per dollar than you get out of D&D stuff. I still use material that I bought in the 80s (albeit often with a little conversion work). I have thousands of dollars of D&D stuff, and I've easily lowered my cost for what is basically the most fun activity I regularly participate in to pennies per hour. [/QUOTE]
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