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changing shape while wearing stuff
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<blockquote data-quote="evilbob" data-source="post: 2535128" data-attributes="member: 9789"><p>Actually, I always considered polymorphing and alter-shaping to be very similar spells to "enlarge person" - which specifically states that held weapons, armor, etc. all change shape to fit your new size. I think I even read a clarification somewhere about this on the wizards.com "rule question of the day" thing (or whatever it's called) regarding polymorph, but in my opinion, it seems generally true that spells that alter your size in any way also alter your equipment to fit that size. Wildshaping seems to fall within that category nicely. (Sidebar: it might be worth checking the "wild" armor ability to see if it specifically states that it allows the wearer's armor to change size as a guildline as well - meaning: if it does not state it, it was already implied.)</p><p>(Edit: it does not state that, leading me to believe it is implied to some extent.)</p><p>(Second edit: that "rules of the game" post can be found here:</p><p><a href="http://wizards.com/default.asp?x=dnd/rg/20040525a" target="_blank">http://wizards.com/default.asp?x=dnd/rg/20040525a</a></p><p>It specifically states that items size themselves appropriately. This is still not definitive, by any means, but I think it does add to the case.)</p><p></p><p>However, this does not imply that spells that alter your form alter your equipment to take advantage of that form - so, for instance, I would also rule that a roc would not be able to take advantage of magical gloves. However, I see no problem in allowing a headband to expand to "large" size so as to contine to fit, and give bonuses.</p><p></p><p>You are very right, however, that this situation becomes very tricky very quickly (and potentially makes most equipment worthless for a wild-shaping druid). Would a roc wear a cape? What about boots? What would be nice is some sort of specific clarification from wizards as to what "slots" tend to meld and what slots do not - even if this were an across-the-board "no," as some GMs seem to believe. (Certain slots being available to morphers could even effect magical item costs as appropriate.) There's also the question of whether or not you can voluntarily choose to have equipment meld that might not normally in order to better disguise yourself as a harmless animal. (Generally, I would hold that yes, you can.)</p><p></p><p>Overall, I would agree with your original idea that a headband on a roc is ok but gloves are not, and that it automatically sizes itself along with the wearer.</p><p></p><p></p><p></p><p>On a side note, perhaps certain "slots" being available is too general of a rule; perhaps some more specific ideas would help. For example, some rules-of-thumb might be (where "it" = "what you are chaging into"):</p><p>- if it can use its hands to wield weapons and it has the same number of hands that you do normally, gloves and guantlets are ok</p><p>- if it has the same number of feet and does not use them to attack, boots are ok</p><p>- if it has the same number of arms, bracers are ok</p><p>- if it has at least one decernable neck, or at least one head, neck-slot or head-slot items are ok</p><p>- if it has at least one decernable neck and walks upright, capes are ok</p><p>Etc., etc.</p><p></p><p>Edit: The "rules of the game" article listed above gives the two rules that anything generally humanoid in shape (listed in a table) can retain equipment; anything not generally humanoid tends to meld the equipment, with the exceptions of "items you could conceivably wear," such as necklaces on anything that has a neck.</p><p></p><p>In general, I think this issue becomes one of GM's personal taste: do you mostly want to reduce the power of your polymorphers/wildshapers to offset the gains they receive from changing shape, or do you want to augment their ability?</p></blockquote><p></p>
[QUOTE="evilbob, post: 2535128, member: 9789"] Actually, I always considered polymorphing and alter-shaping to be very similar spells to "enlarge person" - which specifically states that held weapons, armor, etc. all change shape to fit your new size. I think I even read a clarification somewhere about this on the wizards.com "rule question of the day" thing (or whatever it's called) regarding polymorph, but in my opinion, it seems generally true that spells that alter your size in any way also alter your equipment to fit that size. Wildshaping seems to fall within that category nicely. (Sidebar: it might be worth checking the "wild" armor ability to see if it specifically states that it allows the wearer's armor to change size as a guildline as well - meaning: if it does not state it, it was already implied.) (Edit: it does not state that, leading me to believe it is implied to some extent.) (Second edit: that "rules of the game" post can be found here: [url]http://wizards.com/default.asp?x=dnd/rg/20040525a[/url] It specifically states that items size themselves appropriately. This is still not definitive, by any means, but I think it does add to the case.) However, this does not imply that spells that alter your form alter your equipment to take advantage of that form - so, for instance, I would also rule that a roc would not be able to take advantage of magical gloves. However, I see no problem in allowing a headband to expand to "large" size so as to contine to fit, and give bonuses. You are very right, however, that this situation becomes very tricky very quickly (and potentially makes most equipment worthless for a wild-shaping druid). Would a roc wear a cape? What about boots? What would be nice is some sort of specific clarification from wizards as to what "slots" tend to meld and what slots do not - even if this were an across-the-board "no," as some GMs seem to believe. (Certain slots being available to morphers could even effect magical item costs as appropriate.) There's also the question of whether or not you can voluntarily choose to have equipment meld that might not normally in order to better disguise yourself as a harmless animal. (Generally, I would hold that yes, you can.) Overall, I would agree with your original idea that a headband on a roc is ok but gloves are not, and that it automatically sizes itself along with the wearer. On a side note, perhaps certain "slots" being available is too general of a rule; perhaps some more specific ideas would help. For example, some rules-of-thumb might be (where "it" = "what you are chaging into"): - if it can use its hands to wield weapons and it has the same number of hands that you do normally, gloves and guantlets are ok - if it has the same number of feet and does not use them to attack, boots are ok - if it has the same number of arms, bracers are ok - if it has at least one decernable neck, or at least one head, neck-slot or head-slot items are ok - if it has at least one decernable neck and walks upright, capes are ok Etc., etc. Edit: The "rules of the game" article listed above gives the two rules that anything generally humanoid in shape (listed in a table) can retain equipment; anything not generally humanoid tends to meld the equipment, with the exceptions of "items you could conceivably wear," such as necklaces on anything that has a neck. In general, I think this issue becomes one of GM's personal taste: do you mostly want to reduce the power of your polymorphers/wildshapers to offset the gains they receive from changing shape, or do you want to augment their ability? [/QUOTE]
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