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Cloak of the Walking Wounded
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<blockquote data-quote="Mad Hamish" data-source="post: 5306290" data-attributes="member: 25321"><p>I don't agree with you there.</p><p>It strikes me as something that a person could easily try and do if they're in a world where the items exist and work.</p><p>(Whether it's practical in battle or under pressure is a different question)</p><p></p><p>If the ruleset doesn't reflect the world you want to play in then I'd say tinker with the ruleset, rule that if a slotted item is supressed by a second item then the second item's power takes 1-4 rounds to be unsupressed due to magical interfence or something.</p><p></p><p></p><p></p><p>swiftshot hand crossbows don't have the problem of going off when they're loaded and with bags of holding and handy haversacks carring more of them isn't a big problem.</p><p>It means that my ranger can get an additional shot off every round that he isn't quarying a new target which is a fair benefit. Admittedly less likely to hit than the normal greatbow attacks (due to no xbow expertise and +3 as opposed to +5 damage)</p><p>In reality I don't actually use them that often, I bought 10 because the cash didn't matter and it meant that I basically don't have to consider that I'll run out of them.</p><p></p><p></p><p></p><p>That was hard enough for me to visualise that I didn't even consider it as a possibility. I read the example as moving away so that you could get a runup and couldn't see the problem. I'd impose a penalty for a long jump if you were running away from the direction you were jumping in (unless you had an ability to always be considered as having a runing start for a jump, I believe there are powers and boot items which give that).</p></blockquote><p></p>
[QUOTE="Mad Hamish, post: 5306290, member: 25321"] I don't agree with you there. It strikes me as something that a person could easily try and do if they're in a world where the items exist and work. (Whether it's practical in battle or under pressure is a different question) If the ruleset doesn't reflect the world you want to play in then I'd say tinker with the ruleset, rule that if a slotted item is supressed by a second item then the second item's power takes 1-4 rounds to be unsupressed due to magical interfence or something. swiftshot hand crossbows don't have the problem of going off when they're loaded and with bags of holding and handy haversacks carring more of them isn't a big problem. It means that my ranger can get an additional shot off every round that he isn't quarying a new target which is a fair benefit. Admittedly less likely to hit than the normal greatbow attacks (due to no xbow expertise and +3 as opposed to +5 damage) In reality I don't actually use them that often, I bought 10 because the cash didn't matter and it meant that I basically don't have to consider that I'll run out of them. That was hard enough for me to visualise that I didn't even consider it as a possibility. I read the example as moving away so that you could get a runup and couldn't see the problem. I'd impose a penalty for a long jump if you were running away from the direction you were jumping in (unless you had an ability to always be considered as having a runing start for a jump, I believe there are powers and boot items which give that). [/QUOTE]
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