Ferghis
First Post
Both the Disembodied Hand and the Rakshasha Claw familiars grant the following:
There are no limitations on it. At paragon and epic levels, characters can accumulate plenty of (lower-level) magic items. While a weapon or implement can have only one enchantment, being able to swap it out at the blink of an eye considerably erodes that limitation. As far as I can tell, there are only two factors that constrain this advantage.
First, the DM controls the item economy. However, this is a blunt tool for the job. In fourth edition, magic items, to a substantial degree, are part of character development. For example, if a character takes a feat that synergizes with a magic item, the DM could prevent the character from obtaining that item, limiting the utility of the feat. By strangling a character's economy, a DM is playing against a player's game-expectations, which could turn into a problem. More specifically, the DM generally just gives out loot and gold and the party divvies it up. In a normal game economy, at epic level, a character can afford dozens of heroic-tier items with little impact on the party's resources.
The rarity system might give DMs a better tool tool with which to limit the different enchantments a character can wield, but it's not exactly consistent in categorizing items. I understand this categorization is being revised, but I don't know when that's going to get done. I certainly wouldn't want the job of reviewing the rarity of every item that the PCs got their hands on.
Second, free actions are limited. As far as I understand, for the most part, they are "reactions" as in they do not interrupt action. Perhaps someone that knows more can correct me. This is a very useful broad-rule constraint that DMs don't have to fuss with.
My questions:
How many free draw/stow actions would you allow a character per turn? Or per round?
Is the free stow/draw benefit overpowered (in some game-breaking sense of the term)?
If you think an unlimited use of this benefit is overpowered how would you balance it?
Constant Benefits
You can retrieve or stow an item as a free action instead of as a minor action.
There are no limitations on it. At paragon and epic levels, characters can accumulate plenty of (lower-level) magic items. While a weapon or implement can have only one enchantment, being able to swap it out at the blink of an eye considerably erodes that limitation. As far as I can tell, there are only two factors that constrain this advantage.
First, the DM controls the item economy. However, this is a blunt tool for the job. In fourth edition, magic items, to a substantial degree, are part of character development. For example, if a character takes a feat that synergizes with a magic item, the DM could prevent the character from obtaining that item, limiting the utility of the feat. By strangling a character's economy, a DM is playing against a player's game-expectations, which could turn into a problem. More specifically, the DM generally just gives out loot and gold and the party divvies it up. In a normal game economy, at epic level, a character can afford dozens of heroic-tier items with little impact on the party's resources.
The rarity system might give DMs a better tool tool with which to limit the different enchantments a character can wield, but it's not exactly consistent in categorizing items. I understand this categorization is being revised, but I don't know when that's going to get done. I certainly wouldn't want the job of reviewing the rarity of every item that the PCs got their hands on.
Second, free actions are limited. As far as I understand, for the most part, they are "reactions" as in they do not interrupt action. Perhaps someone that knows more can correct me. This is a very useful broad-rule constraint that DMs don't have to fuss with.
This is perhaps the best way to constrain the advantage of swapping items. Still, it leaves the question of how many such swaps it would be reasonable to allow.In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.
My questions:
How many free draw/stow actions would you allow a character per turn? Or per round?
Is the free stow/draw benefit overpowered (in some game-breaking sense of the term)?
If you think an unlimited use of this benefit is overpowered how would you balance it?