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Weapon Focus & Implements
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<blockquote data-quote="CapnZapp" data-source="post: 4735836" data-attributes="member: 12731"><p>You know, DracoSuave, I've read your latest post twice and I still don't find it "easy". In fact, I still don't see how "blurring" helps.</p><p></p><p>I have a hard time isolating the various complaints directed at the current system, and obviously we need to know exactly what is considered to be wrong before we can discuss solutions.</p><p></p><p>I guess I'm not seeing what your end goals are, Draco. What state would you consider ideal? What final state are you aiming for?</p><p></p><p>Perhaps you could comment on how I'm seeing it. It would help me understand if we're seeing the same problems, the same solutions.</p><p></p><p></p><p></p><p>The Swordmage is supposed to transcend the gap between weapons and implements. Why do you not propose to place any "blurring" rules as a part of this specific class, rather than considering to keep the confusing state we're in now, where "blurring" works for <em>everybody</em>? </p><p></p><p>For the rest of the classes, either you're a weapons user and get use out of weapon focus (where the weapon's group, not its damage, is relevant).</p><p></p><p>Or you're an implement user and get use out of elemental damage feats (where the damage type, not the tool, is relevant).</p><p></p><p>Allowing a Fighter to benefit from extra fire damage for his Fire Longsword seems broken and confused. I'm okay with a Swordmage benefitting from this, but that should be allowed only because it's explicitly allowed by the Swordmage rules, not because of some general rules interpretation.</p><p></p><p>And then we can address the Elemental damage feats separately.</p><p></p><p>Assuming everything else is equal, we can address the fact that elemental damage feats can't be used as consistently as weapon focus feats in several ways:</p><p>1) adding more elemental powers</p><p>2) decreasing the cost of the feat</p><p>3) making the feat more powerful</p><p></p><p>Option 3) is the most dangerous one. We would rely on the dearth of usable powers as a balancing measure, which could go away at any moment. Besides, different spellcasters would have different situations. </p><p></p><p>So 3 and 2 are decidedly bad options. And 1 is something that really only WotC can do for us.</p><p></p><p>To me it seems it would be best to simply wait. Adding blurring would only make things complicated, and it would reduce one of the game's ways of adding different color to different classes.</p><p></p><p>(But I could be wrong - I'm not even sure I've understood the real problem here.)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4735836, member: 12731"] You know, DracoSuave, I've read your latest post twice and I still don't find it "easy". In fact, I still don't see how "blurring" helps. I have a hard time isolating the various complaints directed at the current system, and obviously we need to know exactly what is considered to be wrong before we can discuss solutions. I guess I'm not seeing what your end goals are, Draco. What state would you consider ideal? What final state are you aiming for? Perhaps you could comment on how I'm seeing it. It would help me understand if we're seeing the same problems, the same solutions. The Swordmage is supposed to transcend the gap between weapons and implements. Why do you not propose to place any "blurring" rules as a part of this specific class, rather than considering to keep the confusing state we're in now, where "blurring" works for [I]everybody[/I]? For the rest of the classes, either you're a weapons user and get use out of weapon focus (where the weapon's group, not its damage, is relevant). Or you're an implement user and get use out of elemental damage feats (where the damage type, not the tool, is relevant). Allowing a Fighter to benefit from extra fire damage for his Fire Longsword seems broken and confused. I'm okay with a Swordmage benefitting from this, but that should be allowed only because it's explicitly allowed by the Swordmage rules, not because of some general rules interpretation. And then we can address the Elemental damage feats separately. Assuming everything else is equal, we can address the fact that elemental damage feats can't be used as consistently as weapon focus feats in several ways: 1) adding more elemental powers 2) decreasing the cost of the feat 3) making the feat more powerful Option 3) is the most dangerous one. We would rely on the dearth of usable powers as a balancing measure, which could go away at any moment. Besides, different spellcasters would have different situations. So 3 and 2 are decidedly bad options. And 1 is something that really only WotC can do for us. To me it seems it would be best to simply wait. Adding blurring would only make things complicated, and it would reduce one of the game's ways of adding different color to different classes. (But I could be wrong - I'm not even sure I've understood the real problem here.) [/QUOTE]
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