Saturday, November 14, 2009

Dagger +2 (Not exactly as illustrated)


Any magic light thrown or heavy thrown weapon, from the lowly +1 shuriken to a +6 perfect hunter's spear, automatically returns to its wielder's hand after a ranged attack with the weapon is resolved.
Catching a returning  thrown weapon is a free action; if you do not wish (or are unable) to catch the weapon, it falls at your feet in your space.
-- Dungeons and Dragons Player's Handbook (4e)

This gem was pointed out in-game during my last session with the Saturday Players. As a bunch of old-timers, our reactions ranged from incredulous laughter to audible rolling of eyes.

Has it really come to this?

Don't get me wrong. I'm playing and enjoying 4E, but Wizards of the Coast seems to have redesigned the game with customer service in mind. Not only does the player/client expect to win, but he doesn't want any inconvenience en route to glory.

Hence we now heal wounds by taking the equivalent of a smoke break, or in the case of truly horrendous injuries, a longish nap. Was it tedious waiting for days to regain hit points in older editions? Of course, but it also anchored the adventure in something approaching reality. You overcame adversity and thus became a hero, rather than showing up pre-fab heroic and collecting your expected treasure from accommodating mooks who thank you for choosing to loot their dungeon today and use their dying action to give you a nice foot rub.

So now, thanks to new standard features on today's magic items (which are distributed like friggin' coupons) you don't even have to pick up your shit after you throw it. As ridiculous as the rule seems, it also happened to benefit my Rogue, so I shamelessly took advantage. I am, after all, a gamer.

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