There was really no game mechanical need to do this. You can only do cool things with daily powers on weapons anyway and they 'solved' the problem of enhancement bonuses stacking on bows an edition ago. So what the fuck?
Maybe they just thought that with them neutering the coolness of magic item they just might as well have gone ahead and eliminated the possible inherent inferiority of magic arrows? Maybe?
Why'd they take out magical arrows in 4th edition?
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In D&D, arrows are destroyed as soon as they hit or miss a target. No exceptions (except for any exceptions; this is, after all, exception based design).
Never mind that making a decent arrow requires more work than making a decent bow. Arrows are completely disposable, and disposable magic items are simply not allowed in 4e (again, excepting exceptions).
Never mind that making a decent arrow requires more work than making a decent bow. Arrows are completely disposable, and disposable magic items are simply not allowed in 4e (again, excepting exceptions).
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That's nothing RC.
I've played games where I'd buy 10k arrows of several flavours; store them, and then use a mix of them in piles of 5k at a time.
Of course, this was in a computer game, but w/e.
I've played games where I'd buy 10k arrows of several flavours; store them, and then use a mix of them in piles of 5k at a time.
Of course, this was in a computer game, but w/e.
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The HIndu mythos' take on magical arrows are definitely better and closer to your interpretation. They are often close to almost artifact level and call shit like a multitude of snake arrows or an ice death.RandomCasualty2 wrote:eh, I always hated magic arrows. In general expendable stuff kinda sucks.
If there are magic arrows, they should be like something awesome like arrows of death and stuff, not the 50 pack of +1 arrows that you're constantly ticking off as you fire em.
BUt yeah, I agree with you. Magic arrows need to be something awesome.
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