Leotamer's page

180 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

I like the idea of implements, but I think there are a few problems with the rules as they are currently written:

Why is possible that you can permanently lose several class features from losing your class feature? There is a feat that helps mitigate it, but even after taking it, there is an explicit way to lose your implement.

A more minor note, but since the thaumaturge doesn't have a way to recover implements and second/third implement doesn't explicitly state that you obtain those implements, then by pure rules as written, those two features do nothing. The only reason is that this is minor is that I don't think anyone would reasonable play it like that.

Also, apparently all shop-keepers are meta-gamers. Implements can't typically be sold, but they are also mundane items. How would most shop-keepers know the difference between an ornate antique incense burner and the lantern implement of a thaumaturge?

If implements are irreplaceable, than they should be glued to their thaumaturge's hip with how many features they have that depend on them. Otherwise, I would just suggest that a thaumaturge be able to turn any mundane item into the appropriate implement they have. If it is a problem that would let thaumaturges with weapon's implements change what weapon they are using, then just state that they have choose the appropriate weapon when they gain the implement choice, but considering the focus on retraining, I don't see why that would be a big deal. Other than that, you would just need a caveat that when you make a new implement of a certain type, your previous implement of that type returns to just being a mundane item.