"Two Handed" Implement wielding

Post/Author/DateTimePost
#1

Salamandyr2000

Nov 06, 2008 13:38:57
At least in my game, it feels like magical powers lag behind weapon based powers in the damage department. A fighter has multiple ways to boost damage, first from going 2 handed, then picking up superior weapon proficiency, then adding in weapon focus, and maybe even power attack. Magic types don't have that versatility, so I've decided to implement at least one feature to give them a bit of a boost.

“Two-Handed” Implement Wielding


Damage listed for spells and prayers in the Players Handbook is only base damage, akin to a warrior using his fists. Implements allow a magic user to focus his energy, doing greater damage, like a sword in the hands of an expert. If he focuses all his energy through a single item, undistracted by secondary considerations, his magical fury is even greater.

Damage listed for implement based spells and prayers in the Players Handbook are only base damage. If a character is wielding a single implement and no weapon or shield in its hands, the damage for the primary effect increases by a die step from the table on page 220 for oversized weapons (single handed). In cases of powers that do multiple dice of damage, each die steps up by one, except for 2d4, which becomes 1d10. Any secondary effect is unaffected.

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.
#2

thegreatgalstaff

Nov 07, 2008 8:43:32
Well for most spells early on I see this being a well balanced feat/option/ruling but, I see problems with some of the later spells that you get from paragon paths and from lvl 20 on for wizards.

The BIG glaring problem is that Warlocks use implements too and they could use this ruling to get their really powerful spells even more powerful. even at lvl 1 the warlocks spells do much more damage than a wizard (mainly because a wizard is a controller and the warlock is a striker) and giving a warlock with the infernal pact (or one that just takes infernal spells) a huge boost making most of his spells D12s or at the least D10s.

My final opinion on this is put a cap of up to D10s if you did allow this feat/option/rule.

and this is one last thing to ponder, wizards are not known for there damage potential, Warlocks are, if you want to cast spells and do lots of damage make a warlock; if you want to inflict large AOEs and inflict status aliments on your enemies make a wizard. Don't make the wizard into a warlock