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<br />I'm against charge counters. We've never hadtokens before that were completely worthless unless you had another token. I would argue that's been one of the driving principles of TD, that a newbie can use whatever comes out of a bag. If someone gets a charge counter but has no wand, it's worthless.<br />
<br /><br />Can you use a masterwork arrow (or any special arrow) without a bow? I'm thinking I might be misunderstanding those tokens...<br />
<br /><br />I am going to have to go with Jtillots on this one, we have ammo that stretches from Common (MW x), Uncommon (Bolt of Lightning,Sleep Arrow, Sling Bullet of Impact), to one UR (Arrow of Slaying). And it is entirely possible to get ammo without a weapon. <br />While there is a Common for some of these (Short bow, sling), most have an uncommon version (Long Bow, Heavy Crossbow), with Rare varients (+1 longbow, Heavy repeating Xbow), and UR versions (Heavy Repeating Xbow +1, Composite longbow, and +2 Flaming shortbow).<br />So instead of having the wands being burned up and turned in on last charge, why not make wands like other ranged weapons and have "special ammo" for them.<br /><br />As for jammies point about charges should just be one rarity and just used and not super charge the wand. My point is wands should do something as a base item, much like other ranged weapons. You can use a bow without masterwork arrows and do damage with it. Wands should do the same, otherwise wands are worse than ranged weapons, because without a charge they then become just pretty sticks.<br /><br />Which is why I proposing charges being like special ammo, the wand still does X, charges make wands do X+Y. Common charges of +2 still make the player spells better choices but at least gives the mage something to burn. <br /><br />If we want to look at it from an economics stand point of increasing token burn, a current rare wand has anywhere from 3-5 charges. Looking at the Wand of Lightning Bolt that's one rare that gives you 5 castings. If charges were all made to be rare it would take 6 rares to to equal that one. If charges were uncommon then it would still be 1 rare + 5 uncommons, and if charges were common then 1 rare +5 commons. As you can see there is no equality of what was to what could be. It's still 1 rare-plus to equal 1 rare. If on the other hand you make the wands still rare, and do something base, then charges not only make the wand better, but when you spend a rare charge it makes it better than 1 rare alone would be.<br /><br />Perhaps think of it from this perspective: a +1 Long bow, a rare, is a decent weapon, but combine it with the rare Bracers of Archery and it begins to really do some damage, throw on a common Masterwork Arrow item and it can start to hurt. Now the advantage a wand has over any ranged weapon is fixed damage (with perhaps a save) and, with the exception of Melfs Acid Arrow, do not require a slide to hit. I can see your point that charges should not super-charge the wand, but wands without charges are just as bad. What I was trying to do was strike a balance of saying wands should always do something, like other ranged weapons, and charges should make the wand better (just like ammo), and that a wand without charges should suck in comparison to any spell, but charges should make them equal to scrolls of the equivalent level of the charge. <br /><br />So back to my earlier post <br />Let's add the one wand I forgot about:<br />Wand of Frost - the original rare did 7 points no save and had 4 charges. So 28 points of damage was in that one wand.<br />Under the suggestion I am proposing:<br />Wand of Frost Does 2 points no save. <br />To equal the original damage of 28 with common charges at +2 it would take 7 common charges to do 28 points of damage., Uncommon at +4 would make that happen in 5 tokens (for 30), and with rares it would take 3 charges (for 30). Looking at pure token distribution of 1 rare per 7 commons and 2 uncommons. It seems balanced. And the wand at least always does 2 points of damage, but when looking at the wizards weakest spell (orb of acid which does 3 points of damage), it shows that the wand without charges is a last ditch weapon.<br />Now lets compare the damage output of a wand with an equivalent scroll of the level of the charge.<br />Wand of Frost (2) + Common Charge (2) = 4pts of damage which equals scroll of magic missle<br />Wand of Frost (2) + Uncommon Charge (4) = 6 points of damage well looking at the 2 uncommon damage scrolls Scorching Ray (12 Dmg, hit AC15) and Melfs Acid Arrow (8 Dmg, Hit AC15) it seems a bit underpowered until you realize you do not have to slide.<br />Wand of Frost (2) + Rare Charge (8) = 10 points of damage, considering that you expended a rare where as before it took you 4 times as long to expend a rare, but I digress. 10 points of damage, the only rare damage scroll we have is chain lightening which against one opponent could do 12 points of damage if they fail a save, but saying most monsters save 50% of the time, a scroll like that does 9 points of damage, making the wand appear to be slightly more powerful, until you take into consideration that chain lightning hits all enemies in a room and as soon as the count of enemies exceeds 1 the scroll is better.<br />So my point is this, wands, when properly managed against fixed value charges, can be good, but rarely more powerful than the items that already exist.<br /><br />And lastly, something I just thought about, it can be ruled that charges only work on chargeless wands so at least they will not stack with existing wands that are in the market (otherwise it would be broken).<br />