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AD&D- Overpowered Magic Items
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<blockquote data-quote="Lanefan" data-source="post: 9378012" data-attributes="member: 29398"><p>There's a clash there somewhere.</p><p></p><p>Unlike 3e and later where these items just give a + bonus to whatever Strength score you already have, in 1e these items set your Strength to a particular value no matter what it was before. Gauntlets of Ogre Power set your arms' Strength to 18.00 and locked it in. A Girdle of Storm Giant Strength set your overall Strength to 25 and locked it in.</p><p></p><p>Which means that when wearing both, either the Gauntlets <em>reduce</em> your arms' Strength to 18.00 or the Gauntlets are overwritten by the Girdle and you function as Strength 25. As each of these items is trying to set your Strength to a fixed value, there's no way in hell these items should stack with each other despite anything ol' Gary might have said/written to the contrary.</p><p></p><p>Yeah, these two rock pretty good. We have a similar mirror as a company possession in the game I play in, and I think the DM regretted giving it to us pretty much immediately. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Given recent experience both as DM (a PC in my game has one) and player (a PC of mine got his mitts on one as soon as he could after I-as-DM had seen how good it was!), I have to add the <strong>Rod of Security</strong> (from UA) to the list. When activated, the wielder and anyone touching the wielder get blipped into a little demiplane and can stay there for 200/n days, rounded down, where n is the number of people in there (thus 1 person can stay for 200 days, 2 people for 100, 125 people for just one day, etc.).</p><p></p><p>The demiplane provides food, water, and a comfortable climate. Healing/resting rates are doubled while there. It is completely safe. While in there you're not subject to natural aging. Which means it's the perfect getaway car for a whole party to a place where they can refresh, reset, heal up, swap spells, etc. and where none can follow. This also gives the enemies time to wander off or get bored waiting.</p><p></p><p>The only drawback is that when the rod's effect ends - either by expiry or by wielder's command - you get blipped back to exactly where you were before.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9378012, member: 29398"] There's a clash there somewhere. Unlike 3e and later where these items just give a + bonus to whatever Strength score you already have, in 1e these items set your Strength to a particular value no matter what it was before. Gauntlets of Ogre Power set your arms' Strength to 18.00 and locked it in. A Girdle of Storm Giant Strength set your overall Strength to 25 and locked it in. Which means that when wearing both, either the Gauntlets [I]reduce[/I] your arms' Strength to 18.00 or the Gauntlets are overwritten by the Girdle and you function as Strength 25. As each of these items is trying to set your Strength to a fixed value, there's no way in hell these items should stack with each other despite anything ol' Gary might have said/written to the contrary. Yeah, these two rock pretty good. We have a similar mirror as a company possession in the game I play in, and I think the DM regretted giving it to us pretty much immediately. :) Given recent experience both as DM (a PC in my game has one) and player (a PC of mine got his mitts on one as soon as he could after I-as-DM had seen how good it was!), I have to add the [B]Rod of Security[/B] (from UA) to the list. When activated, the wielder and anyone touching the wielder get blipped into a little demiplane and can stay there for 200/n days, rounded down, where n is the number of people in there (thus 1 person can stay for 200 days, 2 people for 100, 125 people for just one day, etc.). The demiplane provides food, water, and a comfortable climate. Healing/resting rates are doubled while there. It is completely safe. While in there you're not subject to natural aging. Which means it's the perfect getaway car for a whole party to a place where they can refresh, reset, heal up, swap spells, etc. and where none can follow. This also gives the enemies time to wander off or get bored waiting. The only drawback is that when the rod's effect ends - either by expiry or by wielder's command - you get blipped back to exactly where you were before. [/QUOTE]
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