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I'm working on an RPG system loosely based off of 4th edition D&D mechanics, but I'm adding some quirks that you won't find in D&D. One thing I'm having trouble coming up with is a reason to use different implement types (material types, not rod / staff / wand / etc). Instead of the spell itself dictating the damage and range, the type of implement used determines that.
Wood - Range 20, Dmg 1d4
Bone - Range 15, Dmg 1d6
Iron - Range 10, Dmg 1d8
Silver - Range 5, Dmg 1d10
My quandary is that I want to give different power sources benefits based on the element used and eventually add other elements and combinations of elements to create a more varied and interesting system than just the four above. The current power sources are: Arcane (fire, ice, lightning), Primal (acid, disease, poison), Shadow (unholy), and Divine (holy). I guess I could copy the Diablo naming style and add bonuses and penalties that way.
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
Arcane Armament: On your turn as a free action, you may manifest an energy shield of fire, ice, or lightning and a weapon you are proficient with of the same energy type. The arcane armament lasts until dismissed or you are rendered unconscious. You may not give away the weapon or shield. You may not manifest the shield if you manifest a great-weapon. The weapon may be used as an implement to cast spells with a range of Melee, dealing the chosen energy damage as appropriate for a weapon of that type. The arcane weapon gains a +1 talent bonus to attack and damage rolls at 4th level. The bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.
Drawback: You may only have one Ranged at-will and one Ranged encounter power.
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
Posts
Duskblade (Arcane * Striker)
-- Defenses : +2 Endure
-- Armor Proficiency : Cloth, Leather, Chain, Scale, Shield
-- Implement Proficiency : Wood, Bone, Iron
-- Weapon Proficiency : Light (melee only), Heavy (melee only), Great (melee only)
Arcane Armament: On your turn as a free action, you may manifest an energy shield of fire, ice, or lightning and a weapon you are proficient with of the same energy type. The arcane armament lasts until dismissed or you are rendered unconscious. You may not give away the weapon or shield. You may not manifest the shield if you manifest a great-weapon. The weapon may be used as an implement to cast spells with a range of Melee, dealing the chosen energy damage as appropriate for a weapon of that type. The arcane weapon gains a +1 talent bonus to attack and damage rolls at 4th level. The bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level.
Drawback: You may only have one Ranged at-will and one Ranged encounter power.