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RPGA Living Forgotten R.. Magic Weapon rewards and Staff Implements
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Switch to Forum Live View Magic Weapon rewards and Staff Implements
4 years ago  ::  Sep 02, 2009 - 5:02AM #11
Kurald_Galain
Date Joined: Aug 24, 2007
Posts: 1,628

Sep 2, 2009 -- 12:50AM, Bigfluffylemon wrote:

The rules are fairly clear on weapons-as-implements. You get to use the weapon's enhancement bonus and critical dice on your implement powers, but not its powers (I think this comes from the PHB2, and doesn't make a great deal of sense).




The relevant question then becomes, can you use its properties.

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4 years ago  ::  Sep 02, 2009 - 11:02AM #12
Pauper
Date Joined: May 29, 2001
Posts: 825

I suspect it depends on the property.


I'd rule that a property that reads "When you hit with this weapon" or something similar would not function when using the staff with an implement power, since you're not using the staff as a weapon when wielding it as an implement. If the power contains both the Weapon and Implement keywords, however, then I'd allow it.


Example: a goblin totem weapon's property reads "Your attacks with this weapon against a creature larger than you have an additional bonus to damage rolls equal to the weapon’s enhancement bonus." If wielding a staff with this property, I'd rule an artificer could use the weapon's property when making an attack with Magic Weapon (power with Weapon keyword), but not when using Life-Tapping Darts (power with Implement keyword and does not have Weapon keyword).


Example: a scalebane weapon's property reads "On a critical hit you deal +1d12 damage instead of +1d6 against reptiles." Since the property does not specify that you're using the staff as a weapon when gaining the benefit of this property, I'd rule that the property functions regardless of whether the staff is wielded as a weapon or an implement.


--


Pauper

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4 years ago  ::  Sep 02, 2009 - 11:40AM #13
Istaran
Date Joined: Sep 21, 2006
Posts: 3,153

Sep 2, 2009 -- 12:50AM, Bigfluffylemon wrote:


The rules are fairly clear on weapons-as-implements. You get to use the weapon's enhancement bonus and critical dice on your implement powers, but not its powers (I think this comes from the PHB2, and doesn't make a great deal of sense).


Unfortunately, the question: 'can I use a magic quarterstaff as a staff implement?' is one that has been going around and around on the boards for a long time, and WoTC seem unwilling to commit to stating a firm position on it. The problem stems from the fact that in the staff implement section, it says 'treat as a quarterstaff for the purposes of melee attacks' (or words to that effect).


The rules for implements in general are a bit messy. The rules for weapons-as-implements are downright screwed up. The whole area needs a massive rewrite in my opinion. But that's unlikely to happen.





The rules on this have never actually been clear.


The RAW answer that is often contradicted is that Properties and Powers are defined on the magic item level. As long as you are using it as a Magic Item its Properties always function and its Powers are usable as often as their definitions allow. This is the General Rule to which there is not and has never been a stated Specific rule to override it.


However, the FAQ has an answer based on the old PHB 1 which has never been updated. Someone asked what benefits you gain from using a weapon as an implement, such as a Pact Blade or Holy Avenger. The answer came back as being Property, Enhancement, and Critical. Enhancement and Critical are called out in the books (both PHB 1 & 2). Proficiency is the only weapon trait ever explicitly denied in any rule in all of 4e. If the FAQ ruling is taken as a rule (capable of overriding the printed rulebooks for some reason) and as being an exclusive list, presumably it means you can't use the Special clause when using a weapon as an implement, such as "Special: You can use this weapon as an implement for powers." Also a number of PHB2 daggers have powers that cannot possibly be used (as they only work with sorcerer attack powers, which are never weapon powers) and some of the original songblades have powers that only work with 2 bard powers (as they work with bard powers with the thunder keyword, almost all of which are implement powers). (I tried looking them up in compendium but it appears all the PHB2 weapons have had thier powers removed. Joy.)


The answer seems pretty clear to me that Properties and Powers work on Magic Items regardless of whether those items are used as Implements or Weapons. But I also know that this debate has been on going among the devs, and as of yet I have not seen any final answer come up to clear up the debate. So I must unfortunately advise you to Expect Table Variation.

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4 years ago  ::  Sep 02, 2009 - 11:59AM #14
BryanH
Date Joined: Aug 7, 2009
Posts: 40

Here is my question to and response from customer service.

Customer (Bryan H) 09/01/2009 11:48 PM

Page Number: 206
Book Name: Players Handbook 2


If one of the rewards in a Living Forgotten Realms mod is a magic weapon, a +2 weapon for example, may a caster take that reward and choose a quarterstaff and still receive the +2 item bonus on his implement powers? The PHB2 seems to imply that one could, but the DM and players were fuzzy and/or negative about it.

If the answer is affirmative, would the item powers of an item like the +1 Lightning Weapon apply to implement powers as well. This item is found on page 235 of the PHB.

Specifially, I play a druid and I want to know if magic quarterstaffs, chosen as a magic weapon, would apply bonuses and powers to the druid evocations Pounce and Flame Seed.

Thank you.

Response (Support Agent) 09/02/2009 11:30 AM

Bryan,

Yes, you can take a quarterstaff with a weapon enchantment and use it as an implement. There are some special rules for using weapons as implements, that can be found in our Player's Handbook FAQ here:

Answer Title: FAQ for the Player's Handbook!
Answer Link: wizards.custhelp.com/cgi-bin/wizards.cfg...

Thanks, and Good Gaming!


Josh
Online Response Crew
Wizards of the Coast

The relevant PHB FAQ entries

16. When you are using a magic weapon as an implement, like a Holy Avenger or a Pact Dagger, what benefits do you get from the weapon?


You gain any bonuses listed under Enhancement, Critical and Property.


17. I am using a weapon as an implement, like a long sword for a Wizard of the Spiral Tower or a staff implement, do I gain the extra damage from feats like Weapon Focus?


Yes, you do gain this bonus to damage.


21. What implements can I use with powers granted by my paragon path or epic destiny?


If a paragon path power or epic destiny power has the Implement keyword, you can use any implement that you are allowed to use from your class, as well as any implement you are allowed to use from another feature (such as a multiclass feat).

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4 years ago  ::  Sep 02, 2009 - 12:03PM #15
BryanH
Date Joined: Aug 7, 2009
Posts: 40

Sep 2, 2009 -- 11:40AM, Istaran wrote:

The answer seems pretty clear to me that Properties and Powers work on Magic Items regardless of whether those items are used as Implements or Weapons. But I also know that this debate has been on going among the devs, and as of yet I have not seen any final answer come up to clear up the debate. So I must unfortunately advise you to Expect Table Variation.



Thanks for your detailed response. It pretty much is what I got from customer service, except it seems clear to me that powers don't necessarily work. For example, the Lightning Weapon chosen as a staff would not allow me to use its powers when I use my druid evocations, but a regular magic quarterstaff is just fine.


Works for me. Now I have a +2 staff I can use right away, instead of a +2 Elven cloak I can't use for another level. I'll just print out the email from customer service and keep it with my character.

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4 years ago  ::  Sep 02, 2009 - 12:11PM #16
bgibbons
Date Joined: Aug 22, 2007
Posts: 1,674

Sep 2, 2009 -- 11:40AM, Istaran wrote:


The answer seems pretty clear to me that Properties and Powers work on Magic Items regardless of whether those items are used as Implements or Weapons. But I also know that this debate has been on going among the devs, and as of yet I have not seen any final answer come up to clear up the debate. So I must unfortunately advise you to Expect Table Variation.




The CustServ answer (which is now a rules source for the campaign) is that a weapon's powers can be used when it is being used as an implement.  So, for example, a sorcerer using a +1 frost dagger could make all of the damage from his spell cold and could use the dagger's daily power in conjunction with a spell.


 


 


 

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4 years ago  ::  Sep 02, 2009 - 12:17PM #17
BryanH
Date Joined: Aug 7, 2009
Posts: 40

Sep 2, 2009 -- 12:11PM, bgibbons wrote:

The CustServ answer (which is now a rules source for the campaign) is that a weapon's powers can be used when it is being used as an implement.  So, for example, a sorcerer using a +1 frost dagger could make all of the damage from his spell cold and could use the dagger's daily power in conjunction with a spell.



Wow, thanks. Sorry for not catching that one earlier. So that means I CAN use the powers of a lightning weapon if I choose one as a staff.


That makes me wonder why the PHB FAQ doesn't list Powers. It just says Enhancement, Critical and Property.


In any case I will add my customer service response to the thread you linked.

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4 years ago  ::  Sep 02, 2009 - 12:42PM #18
Istaran
Date Joined: Sep 21, 2006
Posts: 3,153

Sep 2, 2009 -- 12:17PM, BryanH wrote:


Sep 2, 2009 -- 12:11PM, bgibbons wrote:

The CustServ answer (which is now a rules source for the campaign) is that a weapon's powers can be used when it is being used as an implement.  So, for example, a sorcerer using a +1 frost dagger could make all of the damage from his spell cold and could use the dagger's daily power in conjunction with a spell.



Wow, thanks. Sorry for not catching that one earlier. So that means I CAN use the powers of a lightning weapon if I choose one as a staff.


That makes me wonder why the PHB FAQ doesn't list Powers. It just says Enhancement, Critical and Property.


In any case I will add my customer service response to the thread you linked.





The FAQ answer basically predates weapons as implements (with the exception of two specific weapons (listed in the question) whose powers have no relation to weapon/implement powers and Wizard of the Spiral Tower PP which has been causing hang ups since day 1).


I recieved the opposite answer from CustServ 5 months ago. The post linked is 4 months old. Has CustServ changed its answer in any consistant way or is it just typical CustServ inconsistancy? I can't say.


These particular CustServ answers suggest a +2 Lightning Quarterstaff can be used by a Wizard to turn all of their powers into Lightning (+ another element) attacks. This is how I run things at my tables as it is my understanding of the rules. But you -will- run into disagreements on both the ability to use a magic quarterstaff as a staff implement at all and the ability to apply powers.


Unless/until WotC comes to a firm and definitive answer on these things and publishes it in a direct and unambiguous way aimed at settling the debate, we will be stuck with table variation.

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4 years ago  ::  Sep 02, 2009 - 2:39PM #19
Dragon9
  • Volunteer Community Lead
Date Joined: Jul 16, 2002
Posts: 4,997

Sep 2, 2009 -- 12:11PM, bgibbons wrote:


The CustServ answer (which is now a rules source for the campaign) is that a weapon's powers can be used when it is being used as an implement.  So, for example, a sorcerer using a +1 frost dagger could make all of the damage from his spell cold and could use the dagger's daily power in conjunction with a spell.


 




I'm not sure where you get that from.  They said nothing of the sort.  They said there were special rules regarding theuse of weapons as implements and points to the FAQ which clearly states that only Enhancement, critical, and Properties affect implement powers used through a weapon.


Turning damage to cold and the daily power are all powers and not Property, Enhancement, or Critical.

Sorry WOTC, you lost me with Essentials.  So where I used to buy every book that came out, now I will be very choosy about what I buy.  Can we just get back to real 4e?

Check out the 4e Conversion Wiki.

1. Wizards fight dirty.  They hit their enemies in the NADs. -- Dragon9
2. A barbarian hits people with his axe.  A warlord hits people with his barbarian.
3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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4 years ago  ::  Sep 02, 2009 - 3:02PM #20
Sithobi1
Date Joined: Jan 26, 2005
Posts: 948

Look at numbers 3, 4, and 5.

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RPGA Living Forgotten R.. Magic Weapon rewards and Staff Implements
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