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Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 7403338" data-attributes="member: 22362"><p><span style="font-size: 12px"><strong>Unleash Weapliment Critical Power!</strong></span></p><p></p><p><strong>A new baseline for magical weapons:</strong> Every weapon and implement gains a daily power that can be activated on a hit as a free action. The item's [critical effect] is applied. All the regular rules with regards to the number of daily item powers and such are to be followed. (<em>Many</em> weapons seem to have something along these lines already...)</p><p></p><p>As an option, I'm thinking of making the item "inert" for the rest of the encounter after using this power. I like the idea of it. It fits the fluff I'm going for, but I'm not 100% that the added bookkeeping is worth it in terms of return on investment if you will.</p><p></p><p><em>Also.</em></p><p></p><p>"Basic" [damage type] weapon/implements are now built with these powers as a baseline:</p><ul> <li data-xf-list-type="ul">as a minor action encounter power: all damage is switched to [damage type] until eont</li> <li data-xf-list-type="ul">as a minor action daily power: all damage is switched to [damage type] until eoe</li> <li data-xf-list-type="ul">both these effects are accompanied by a pertinent damage boost (~ +1d4 / half-tier)</li> </ul><p>"Least" weapons use a daily to activate until eont (+1 equivalent)</p><p>"Normal" are as described above (+2 equivalent)</p><p>"Strong" are as presented in the rules (at-will switching)</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7403338, member: 22362"] [SIZE=3][B]Unleash Weapliment Critical Power![/B][/SIZE] [B]A new baseline for magical weapons:[/B] Every weapon and implement gains a daily power that can be activated on a hit as a free action. The item's [critical effect] is applied. All the regular rules with regards to the number of daily item powers and such are to be followed. ([I]Many[/I] weapons seem to have something along these lines already...) As an option, I'm thinking of making the item "inert" for the rest of the encounter after using this power. I like the idea of it. It fits the fluff I'm going for, but I'm not 100% that the added bookkeeping is worth it in terms of return on investment if you will. [I]Also.[/I] "Basic" [damage type] weapon/implements are now built with these powers as a baseline: [list][*]as a minor action encounter power: all damage is switched to [damage type] until eont [*]as a minor action daily power: all damage is switched to [damage type] until eoe [*]both these effects are accompanied by a pertinent damage boost (~ +1d4 / half-tier) [/list] "Least" weapons use a daily to activate until eont (+1 equivalent) "Normal" are as described above (+2 equivalent) "Strong" are as presented in the rules (at-will switching) [/QUOTE]
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