Page 1 of 1
[1.0] don't generate rare staff powered by antimagic
Posted: Fri Feb 01, 2013 6:57 pm
by jotwebe

- lel.png (12.02 KiB) Viewed 1181 times
Currently rare staves can be generated as powered by antimagic forces, making them pretty much useless for everyone concerened. Really they should always be powered by arcane forces.
Re: [1.0] don't generate rare staff powered by antimagic
Posted: Fri Feb 01, 2013 7:17 pm
by Frumple
This comes up occasionally...
my old $0.02. I'd rather antimagic powered, and possibly non-arcane staves in general, just autoadjust so they can still work comfortably with their new powersource. The thought that there's something special about a length of wood that makes it incompatible with arcane disrupting forces is borderline farcical to me

Re: [1.0] don't generate rare staff powered by antimagic
Posted: Fri Feb 01, 2013 7:57 pm
by jotwebe
Keep in mind that it's not just any length of wood, but a length of wood requiring considerable magical talent to be wielded. How's that for borderline farcical?
Re: [1.0] don't generate rare staff powered by antimagic
Posted: Fri Feb 01, 2013 8:06 pm
by Frumple
Hence you might notice my suggestion to change the scaling (and requirements, though I forgot to specifically mention that) when the power source shifts.
I think there was suggestion at some point to potentially broaden the user base for channel staff (the staff combat tree in general), as well. Having it change resource based on either metaclass or power source could make for some interesting builds.
And, fundamentally, why take away something when you can add more options instead? I'd love it if staffzerkers were more viable, personally

Re: [1.0] don't generate rare staff powered by antimagic
Posted: Mon Feb 04, 2013 12:18 pm
by supermini
I don't really see a build with antimagic staff being viable. Even if you're running whatever with staff combat, you're not going to be running antimagic on it. So it should be fixed. It's not like rare staves are really good 99% of the time anyway.