Are Boots of Speed Lame?

I think Boots of Speed should be use activated like Boots of Striding and Springing or Boots of Levitation. I know it is clearly designated a command item but having to "waste" one of your ten rounds on the activation round seems slightly unfair. It would seem that the generic creation price would be 5,400 instead of the 8000 it actually costs or 6000 for use activated boots. The cost is increased because haste is so good I guess.
 

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Archer said:
I think Boots of Speed should be use activated like Boots of Striding and Springing or Boots of Levitation. I know it is clearly designated a command item but having to "waste" one of your ten rounds on the activation round seems slightly unfair. It would seem that the generic creation price would be 5,400 instead of the 8000 it actually costs or 6000 for use activated boots. The cost is increased because haste is so good I guess.

It's like casting Haste on yourself, I think that is why the way it is.
 

Archer said:
I think Boots of Speed should be use activated like Boots of Striding and Springing or Boots of Levitation. I know it is clearly designated a command item but having to "waste" one of your ten rounds on the activation round seems slightly unfair. It would seem that the generic creation price would be 5,400 instead of the 8000 it actually costs or 6000 for use activated boots. The cost is increased because haste is so good I guess.

Hello? The boots are at caster level 10. The actual price is 10.8k, without counting the benefit of being able to split the duration. They actually give you a discount so warriors aren't as dependent on spellcasters.
 

Ok, wouldn't they work like this?

Say you have a party of 4 PCs and two monsters:

You have the highest initiative roll so you go first.

Turn 1:

Round 01 - You: Activate the boots, move, partial action
Round 02 - PC 02: Standard action, move(Round 01 for the boots)
Round 03 - PC 03: Standard action, move(Round 02 for the boots)
Round 04 - PC 04: Standard action, move(Round 03 for the boots)
Round 05 - Monster 01: Standard action, move(Round 04 for the boots)
Round 06 - Monster 02: Standard action, move(Round 05 for the boots)

Turn 2:

Round 01 - You: Standard Action, partial action, move(Round 06 for the boots)
Round 02 - PC 02: Standard action, move(Round 07 for the boots)
Round 03 - PC 03: Standard action, move(Round 08 for the boots)
Round 04 - PC 04: Standard action, move(Round 09 for the boots)
Round 05 - Monster 01: Standard action, move(Round 10 for the boots -haste effect ends after this round)
Round 06 - Monster 02: Standard action, move

If this is correct,(is it?) than in this situation you only get two extra partial actions.

It does not seem that great to me. In a one on one battle they would be prettty damn good. But in a normal party they don't seem to be worth the cash.
 

I thought the 6 second round included every character in combat to move, not just 1 round/character moving. Otherwise in mass combat you'd only get like 1 turn with the boots...
 


What we have here is a serious misunderstanding of what a "round" is.

Reverse the terms "round" and "turn" in your "Ok, wouldn't they work like this?" post. Individuals take their turns during a single round, not the other way.
 

Xar666 said:
Ok, wouldn't they work like this?

Say you have a party of 4 PCs and two monsters:

You have the highest initiative roll so you go first.

Turn 1:

Round 01 - You: Activate the boots, move, partial action
Round 02 - PC 02: Standard action, move(Round 01 for the boots)
Round 03 - PC 03: Standard action, move(Round 02 for the boots)
Round 04 - PC 04: Standard action, move(Round 03 for the boots)
Round 05 - Monster 01: Standard action, move(Round 04 for the boots)
Round 06 - Monster 02: Standard action, move(Round 05 for the boots)

Turn 2:

Round 01 - You: Standard Action, partial action, move(Round 06 for the boots)
Round 02 - PC 02: Standard action, move(Round 07 for the boots)
Round 03 - PC 03: Standard action, move(Round 08 for the boots)
Round 04 - PC 04: Standard action, move(Round 09 for the boots)
Round 05 - Monster 01: Standard action, move(Round 10 for the boots -haste effect ends after this round)
Round 06 - Monster 02: Standard action, move

If this is correct,(is it?) than in this situation you only get two extra partial actions.

It does not seem that great to me. In a one on one battle they would be prettty damn good. But in a normal party they don't seem to be worth the cash.

Erm your terminology is whats wrong here, which is why the boots look rubbish to you. Where you say turn its actually a round. Everyone gets to act in ONE round, then the next round starts and everyone gets to act in that one (unless they are stunned or something).

So it should be....

Round 1:

Your Actions - You: Activate the boots, move, partial action
PC 02's Actions - PC 02: Standard action, move
PC 03's Actions - PC 03: Standard action, move
PC 04's Actions - PC 04: Standard action, move
NPC 01's Actions - Monster 01: Standard action, move
NPC 02's Actions - Monster 02: Standard action, move

Round 2:

Your Actions - You: Standard Action, partial action, move
PC 02's Actions - PC 02: Standard action, move
PC 03's Actions - PC 03: Standard action, move
PC 04's Actions - PC 04: Standard action, move
NPC 01's Actions - Monster 01: Standard action, move
NPC 02's Actions - Monster 02: Standard action, move

So sure after 2 rounds you arn't up by much but you still have another 8 rounds left to go. All with +4 AC and an extra partial action.
 

Bagpuss said:
Erm your terminology is whats wrong here, which is why the boots look rubbish to you. Where you say turn its actually a round. Everyone gets to act in ONE round, then the next round starts and everyone gets to act in that one (unless they are stunned or something).

Jesus, my group has been playing all wrong.
 
Last edited:

Wow! Now that's a misunderstanding...

Good you asked this question in the first place, or you might have never found out how the combat rounds work! :)

Bye
Thanee
 

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