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<blockquote data-quote="(un)reason" data-source="post: 5707430" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 250: August 1998</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Bazaar of the Bizarre: Hmm. This month's topic here is items that can only be used by a particular class. Yeah, we haven't had that one before. Does seem likely to produce a rather disjointed collection. Plus, you could easily have concentrated on one class at a time, spin it out 4 times as long. Curious. </p><p></p><p>Soldier's armor has a whole bunch of minor extra benefits for fighters. Really, that's just to give clerics sour grapes, isn't it. I guess they get more than enough of their own. </p><p></p><p>Knight's lances make you less likely to be knocked off your horse. Probably a good idea. After all, accuracy and damage are not the only indicators of skill. </p><p></p><p>Boots of Marching are another great example of how much their editorial filters have lowered their standards for rehash recently. They're a good deal crapper than last month's Marching Boots too. Really, what were you thinking when you approved this? </p><p></p><p>Swords of Destruction break enemy weapons. And we know how much people hate that. At least it's not energy draining. </p><p></p><p>Necklaces of Success give you rerolls. Bah. Don't see why this one is class specific at all. </p><p></p><p>Staves of High Magery let you perform minor magical effects casually, and ignore those of others. Wizards shouldn't have to constantly engage in careful resource management once they get to high level. Just don't expend that last charge. </p><p></p><p>A Talisman of Power lets you cast spells as if higher level. The kind of thing that would become standard next edition, this is always a useful little booster. </p><p></p><p>Orbs of Protection give you saving throw bonuses, but you need to have it in hand to get full benefit. Choose lots of verbal component only spells to take full advantage of this. </p><p></p><p>Robes of the Specialist let you switch your spell specialities for ridiculous versatility. They even let specialists double-dip. Huge amounts of power at the cost of double the school restrictions. Now that is potentially problematic. </p><p></p><p>Rings of Escape let you run away at double speed. Another one for which the class restriction seems pretty unnecessary. </p><p></p><p>Vestments of Safety give priests of a particular god permanent Sanctuary. You can just sit back and buff your minions in safety, and then walk casually away if you lose. Way to make truly loathed recurring villain. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> A kender might actually come in handy for a change, as taunting would be a good way to get them to break the needed pacifism. </p><p></p><p>Symbols of Purity boost your undead turning level. Like spell level boosters, this is very familiar from 3e. It's not just what you can do, it's how well you can do it. </p><p></p><p>Divine Armor gives you permanent protection from evil. Just as useful, and less likely to be irritating to players than the sanctuary one. </p><p></p><p>Helms of Holy Might let you resist mind<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />ing. Not as well as some previous items though, in what is becoming a familiar refrain. Blah. </p><p></p><p>The Hammer of Bablas is more powerful against evil creatures. Also very familiar. Clerics don't get the most interesting items, do they? </p><p></p><p>Burglar's gloves help you detect secret compartments and traps. But not doors though. Oddly specific that. Better than nothing I suppose. </p><p></p><p>Silent Blades are another variant on an already introduced weapon. Not only do they make no noise, they also silence the victim as well, which does seem like a good perk. </p><p></p><p>Assassin's Armor lets you obscure yourself and go insubstantial. Maybe Ninja armor would be a better name for it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>Dust of Blinding is basically souped-up glitterdust. Perfectly normal trigger item. </p><p></p><p>Bard's Spellbooks let them store their magic and music in the same place. Another of the very minor conveniences that seem to be increasingly common in this column.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5707430, member: 27780"] [B][U]Dragon Magazine Issue 250: August 1998[/U][/B] part 6/8 Bazaar of the Bizarre: Hmm. This month's topic here is items that can only be used by a particular class. Yeah, we haven't had that one before. Does seem likely to produce a rather disjointed collection. Plus, you could easily have concentrated on one class at a time, spin it out 4 times as long. Curious. Soldier's armor has a whole bunch of minor extra benefits for fighters. Really, that's just to give clerics sour grapes, isn't it. I guess they get more than enough of their own. Knight's lances make you less likely to be knocked off your horse. Probably a good idea. After all, accuracy and damage are not the only indicators of skill. Boots of Marching are another great example of how much their editorial filters have lowered their standards for rehash recently. They're a good deal crapper than last month's Marching Boots too. Really, what were you thinking when you approved this? Swords of Destruction break enemy weapons. And we know how much people hate that. At least it's not energy draining. Necklaces of Success give you rerolls. Bah. Don't see why this one is class specific at all. Staves of High Magery let you perform minor magical effects casually, and ignore those of others. Wizards shouldn't have to constantly engage in careful resource management once they get to high level. Just don't expend that last charge. A Talisman of Power lets you cast spells as if higher level. The kind of thing that would become standard next edition, this is always a useful little booster. Orbs of Protection give you saving throw bonuses, but you need to have it in hand to get full benefit. Choose lots of verbal component only spells to take full advantage of this. Robes of the Specialist let you switch your spell specialities for ridiculous versatility. They even let specialists double-dip. Huge amounts of power at the cost of double the school restrictions. Now that is potentially problematic. Rings of Escape let you run away at double speed. Another one for which the class restriction seems pretty unnecessary. Vestments of Safety give priests of a particular god permanent Sanctuary. You can just sit back and buff your minions in safety, and then walk casually away if you lose. Way to make truly loathed recurring villain. :D A kender might actually come in handy for a change, as taunting would be a good way to get them to break the needed pacifism. Symbols of Purity boost your undead turning level. Like spell level boosters, this is very familiar from 3e. It's not just what you can do, it's how well you can do it. Divine Armor gives you permanent protection from evil. Just as useful, and less likely to be irritating to players than the sanctuary one. Helms of Holy Might let you resist mind:):):):)ing. Not as well as some previous items though, in what is becoming a familiar refrain. Blah. The Hammer of Bablas is more powerful against evil creatures. Also very familiar. Clerics don't get the most interesting items, do they? Burglar's gloves help you detect secret compartments and traps. But not doors though. Oddly specific that. Better than nothing I suppose. Silent Blades are another variant on an already introduced weapon. Not only do they make no noise, they also silence the victim as well, which does seem like a good perk. Assassin's Armor lets you obscure yourself and go insubstantial. Maybe Ninja armor would be a better name for it :p Dust of Blinding is basically souped-up glitterdust. Perfectly normal trigger item. Bard's Spellbooks let them store their magic and music in the same place. Another of the very minor conveniences that seem to be increasingly common in this column. [/QUOTE]
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