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Weekly Wrecana - A New Division of Gish Classes
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7099200" data-attributes="member: 82106"><p>Yeah, but the focus doesn't really DO anything. The 'pouch' is also IMHO more of a way of just making components an optional rule than it is anything like an actual tool. 4e's implements have a much more significant role in the game, you actually WIELD them. I'd like to keep that aspect, but without the mess of forcing people to have them all the time and keep both a weapon and an implement of a relevant degree of enchantment (and the corresponding worthlessness of any attack that actually does NOT use either one, though admittedly this is significantly better with inherent bonuses). </p><p></p><p>Honestly my solution so far is to just keep item bonuses down to a small number, no more than +3 (given that I'm doing a 20 level progression this isn't actually so far off from 4e's progression). Beyond that the stacking rules are such that 'enhancement' isn't a bonus type, there is only 'permanent bonus', which covers any sort of bonus that isn't proficiency, level, or ability score related. This means typically you might only lose one point of to-hit if you don't have your sword (and maybe none at all). You might lose access to a power or something, but I think that issue is overall solved. So its more the desire to let characters be able to utilize both physical and magical attacks without a lot of klunkiness.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7099200, member: 82106"] Yeah, but the focus doesn't really DO anything. The 'pouch' is also IMHO more of a way of just making components an optional rule than it is anything like an actual tool. 4e's implements have a much more significant role in the game, you actually WIELD them. I'd like to keep that aspect, but without the mess of forcing people to have them all the time and keep both a weapon and an implement of a relevant degree of enchantment (and the corresponding worthlessness of any attack that actually does NOT use either one, though admittedly this is significantly better with inherent bonuses). Honestly my solution so far is to just keep item bonuses down to a small number, no more than +3 (given that I'm doing a 20 level progression this isn't actually so far off from 4e's progression). Beyond that the stacking rules are such that 'enhancement' isn't a bonus type, there is only 'permanent bonus', which covers any sort of bonus that isn't proficiency, level, or ability score related. This means typically you might only lose one point of to-hit if you don't have your sword (and maybe none at all). You might lose access to a power or something, but I think that issue is overall solved. So its more the desire to let characters be able to utilize both physical and magical attacks without a lot of klunkiness. [/QUOTE]
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