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General Tabletop Discussion
*Pathfinder & Starfinder
Two Handed Implement wielding
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<blockquote data-quote="Salamandyr" data-source="post: 4537433" data-attributes="member: 40233"><p>One disparity I've seen that has really bothered me with 4th edition is that it seems magic users (wizards, warlocks, to a lesser extent clerics) seem to have had their damage balanced against a character wielding a longsword (d8 damage). Of course, a fighter could use a greatsword, or great axe, or spend a feat and use a superior weapon, doing even more damage, and then stack weapon focus on top of it, and maybe even power attack. Magic types can't do any of that, their abilities are locked in. In some cases, the status effects make up for it, but not always.</p><p></p><p>So I've come up with a rule for essentially giving wizards and warlocks 2 handed weapons. Any feedback would be appreciated.</p><p></p><p> <strong>“Two-Handed” Implement Wielding</strong></p><p> </p><p> <em>Damage listed for spells and prayers in the Players Handbook is only base damage. Implements allow a magic user to focus his energy, doing greater damage. If he focuses all his energy through a single item, undistracted by secondary considerations, his magical fury is even greater.</em></p><p></p><p></p><p> If a character is wielding a <strong>single </strong>implement and no weapon or shield in its hands, the damage for the <strong>primary effect</strong> increases by a die step from the table on page 220 for oversized weapons (single handed). In cases of powers that do multiple dies, each die steps up by one, except for 2d4, which becomes 1d10.</p><p> </p><p> Example: A Fireball (5th level daily) cast by a Wizard wielding a staff in two hands (or wand, or orb with no weapon, implement or shield in the other hand), does 3d8+Int damage, rather than 3d6. </p><p> </p><p> Special consideration: Holy symbols must be held in the hand to increase the damage. This is an exception to the rule where you may wield a worn holy symbol.</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 4537433, member: 40233"] One disparity I've seen that has really bothered me with 4th edition is that it seems magic users (wizards, warlocks, to a lesser extent clerics) seem to have had their damage balanced against a character wielding a longsword (d8 damage). Of course, a fighter could use a greatsword, or great axe, or spend a feat and use a superior weapon, doing even more damage, and then stack weapon focus on top of it, and maybe even power attack. Magic types can't do any of that, their abilities are locked in. In some cases, the status effects make up for it, but not always. So I've come up with a rule for essentially giving wizards and warlocks 2 handed weapons. Any feedback would be appreciated. [B]“Two-Handed” Implement Wielding[/B] [I]Damage listed for spells and prayers in the Players Handbook is only base damage. Implements allow a magic user to focus his energy, doing greater damage. If he focuses all his energy through a single item, undistracted by secondary considerations, his magical fury is even greater.[/I] If a character is wielding a [B]single [/B]implement and no weapon or shield in its hands, the damage for the [B]primary effect[/B] increases by a die step from the table on page 220 for oversized weapons (single handed). In cases of powers that do multiple dies, each die steps up by one, except for 2d4, which becomes 1d10. Example: A Fireball (5th level daily) cast by a Wizard wielding a staff in two hands (or wand, or orb with no weapon, implement or shield in the other hand), does 3d8+Int damage, rather than 3d6. Special consideration: Holy symbols must be held in the hand to increase the damage. This is an exception to the rule where you may wield a worn holy symbol. [/QUOTE]
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