CapnZapp
Legend
Okay, so most weapon enchantments can be put on most weaponry, and be useful for most classes (that uses weapons at all).
If you find a flaming longsword you can rejoice, almost regardless of class or build. If you're an archer, you can transform it into a flaming longbow. If you're a barbarian, you can transform it into a flaming greataxe.
Sure, there are weapon enchantments that are more restricted than that, but there isn't any inherent reason why an avenger or rogue or warlord wouldn't be happy to find any particular weapon enchantment.
Not so with implements.
Anyone else but be finding implements to be awfully restricted, to be awfully specialized on one particular class?
And no, I'm not simply talking about how you can or can't transform a Holy Symbol into a Rod. (My understanding is you need a bit of houseruling for this to be possible at all. However, this isn't my complaint).
My complaint is that chances are that Holy Symbol will be all but worthless to the Warlock even if it came as a Rod!
The examples are many, I'll just bring up a few, as I'm sure you've already realized my point:
[li] The new Arcane Power implement of Tome? Sure, you can take the Arcane Implement Proficiency feat to gain the use of Tomes, but chances are you'll only get to use the enchantment bonus, not any powers or properties.
[li] Lots of Rods are Warlock specific. (Don't get me started on the Vestige Rods of AP).
[li] Wands does nothing to mitigate the fact Wizard spells key off Int while Warlock spells don't.
In general, when the party defeats a weapon user wielding a powerful magic weapon, chances are good some or all of the party fighters, rangers, paladins and what not will be able to utilize the new weapon.
When the party defeats an implement user wielding a powerful magic implement, however, chances are the implement will boost class-specific features, key off a specific attribute, or just generally be of dubious benefit for the specific magic user(s) of the team.
Thoughts? Any ideas on how to do WotC's work and make implements more generally useful?
Zapp
PS. Please do not make this a "the DM should tailor his treasure to the needs of the group" argument. In my campaign, what the players see is what the players get. A Drow Priestess will have used a Holy Symbol which aren't going to spontaneously reform into an Orb (or into a sword either for that matter). Call this the "bears in my neck of the woods will drop droppings, not two-handed axes" paradigm.
I want to discuss the very fact implements are IMO too class-specific, at least compared to weaponry. Thank you.
If you find a flaming longsword you can rejoice, almost regardless of class or build. If you're an archer, you can transform it into a flaming longbow. If you're a barbarian, you can transform it into a flaming greataxe.
Sure, there are weapon enchantments that are more restricted than that, but there isn't any inherent reason why an avenger or rogue or warlord wouldn't be happy to find any particular weapon enchantment.
Not so with implements.
Anyone else but be finding implements to be awfully restricted, to be awfully specialized on one particular class?
And no, I'm not simply talking about how you can or can't transform a Holy Symbol into a Rod. (My understanding is you need a bit of houseruling for this to be possible at all. However, this isn't my complaint).
My complaint is that chances are that Holy Symbol will be all but worthless to the Warlock even if it came as a Rod!
The examples are many, I'll just bring up a few, as I'm sure you've already realized my point:
[li] The new Arcane Power implement of Tome? Sure, you can take the Arcane Implement Proficiency feat to gain the use of Tomes, but chances are you'll only get to use the enchantment bonus, not any powers or properties.
[li] Lots of Rods are Warlock specific. (Don't get me started on the Vestige Rods of AP).
[li] Wands does nothing to mitigate the fact Wizard spells key off Int while Warlock spells don't.
In general, when the party defeats a weapon user wielding a powerful magic weapon, chances are good some or all of the party fighters, rangers, paladins and what not will be able to utilize the new weapon.
When the party defeats an implement user wielding a powerful magic implement, however, chances are the implement will boost class-specific features, key off a specific attribute, or just generally be of dubious benefit for the specific magic user(s) of the team.
Thoughts? Any ideas on how to do WotC's work and make implements more generally useful?
Zapp
PS. Please do not make this a "the DM should tailor his treasure to the needs of the group" argument. In my campaign, what the players see is what the players get. A Drow Priestess will have used a Holy Symbol which aren't going to spontaneously reform into an Orb (or into a sword either for that matter). Call this the "bears in my neck of the woods will drop droppings, not two-handed axes" paradigm.
I want to discuss the very fact implements are IMO too class-specific, at least compared to weaponry. Thank you.