James Gasik
We don't talk about Pun-Pun
I would look at this from the opposite end of the spectrum. What would +4 armor do your game?
A PITA as I would have to adjust pre-made NPC blocks so they could actually hit a reasonable amount of the time.I would look at this from the opposite end of the spectrum. What would +4 armor do your game?
I have not done it, but if you think it will add to your players' enjoyment of the game at higher levels - go for it.Would you suggest it? Would you advise against it?
Do not do that!I would look at this from the opposite end of the spectrum. What would +4 armor do your game?
Personally I don't use the standard Gauntlets of Ogre Power or Girdles of Giant Strength precisely because they are as problematic as +4 weapons. I sort of smooshed together the 3e rules and Mutants & Mastermind super strength concept. So Gauntlets of Ogre Power grant +2 to strength (max 19) but the wearer is treated as a large creature for carrying (double capacity) and special abilities like shoving. Girdles of Giant Strength grant +4 (max dependent on the type of belt) but the wearer is treated as a huge creature for carrying (triple capacity) and special abilities like shoving. The means you don't get wierd combos if a min-maxer plugs a dumped stat, it reduces the risk of breaking the maths, but it still feels like you have giant strength when you can lift three times as much and shove a dragon.What is the difference between a +3 weapon wielded by a PC with a Strength of 29 from a belt of giant strength, and a +7 weapon in the hands of a PC with a strength of 20? Primarily: an attunement slot.
The +3 soft cap is there for a reason, but it is not truly necessary. It is ok to have overpowered PCs, especially at very high levels. I do have a +7 weapon in my campaign, and it has been wielded by PCs in 5E (at the end of two differewnt campaigns) - and it was just fine. It gave the PCs a truly epic retirement adventure experience.
I don't think it helps to be too literal with the rules (as decades of debate over hit points and inspirational healing demonstrate). Magical bonuses to armour and shields could represent so many different things, harder material, magical forcefields, absorbing damage, dispersing energy etc. So yeah, for me, the lack of any requirement to attune to basic armour and shields could mean that they break the system. Admittedly, +3 armour and shields are not exactly common but you would be talking AC27 with plate armour and defence fighting style. AC24 but with the option for AC16 if caught without your armour on is still pretty sweet to me and not game breaking.Because it doesn't make sense that an armor or shield could be magically better at it's job, or because you feel that leads to AC beyond what the game can handle?