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Artificer's Handbook - anyone got it?
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<blockquote data-quote="der_kluge" data-source="post: 1135415" data-attributes="member: 945"><p>Psion, interesting points.</p><p></p><p>We have the "neither advantage or disadvantage" or limiting a magic item to a specific race or class. Dwarven thrower, for example. We argued back and forth on it, but concluded that, ultimately, requiring a specific race, class, religion, alignment, PrC, whatever, was neither both a positive and a negative. It's a positive because if you die, or someone steals your magic item, they can't use it. But it's also bad, because you're essentially stuck with it forever, and you can't let any of your friends use it. I might argue that an item with a "only good people can use it" might be a slight advantage if your entire party is good-aligned, because then anyone in the party *could* use it, but there are generally drawbacks to placing limitations on an item such as these.</p><p></p><p>On the second point, I think there is a brief discussion in the instability rules that talks about incurring instability if you make an item that goes in a slot that makes no sense. Boots of detect thoughts, or a hat that grants +10 to Jump checks. There's nothing in the rules that stops you from doing it, but we opted to just have the item incur instability. These items are clearly in the wrong spot, but some are more vague, so we just left it up to the DM and of course the amount of instability is flexible, so you could apply either a little or a lot depending on how obviously out-of-place the item was.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1135415, member: 945"] Psion, interesting points. We have the "neither advantage or disadvantage" or limiting a magic item to a specific race or class. Dwarven thrower, for example. We argued back and forth on it, but concluded that, ultimately, requiring a specific race, class, religion, alignment, PrC, whatever, was neither both a positive and a negative. It's a positive because if you die, or someone steals your magic item, they can't use it. But it's also bad, because you're essentially stuck with it forever, and you can't let any of your friends use it. I might argue that an item with a "only good people can use it" might be a slight advantage if your entire party is good-aligned, because then anyone in the party *could* use it, but there are generally drawbacks to placing limitations on an item such as these. On the second point, I think there is a brief discussion in the instability rules that talks about incurring instability if you make an item that goes in a slot that makes no sense. Boots of detect thoughts, or a hat that grants +10 to Jump checks. There's nothing in the rules that stops you from doing it, but we opted to just have the item incur instability. These items are clearly in the wrong spot, but some are more vague, so we just left it up to the DM and of course the amount of instability is flexible, so you could apply either a little or a lot depending on how obviously out-of-place the item was. [/QUOTE]
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