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General Tabletop Discussion
*Pathfinder & Starfinder
Cloaks are a Neck Item?
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<blockquote data-quote="Khur" data-source="post: 4105243" data-attributes="member: 5583"><p>This, along with others who pointed out that this is a story issue more than a mechanical one.</p><p></p><p>You can wear a cloak and an amulet, you just can't get the same benefit from both. One of them is likely to be a "fluff description" over what really amounts to a wondrous item, and the other is going to be giving you the defense bonuses the neck slot item is supposed to give. As long as the two don't conflict, it doesn't matter how you describe it.</p><p></p><p>If it helps you to think of function, rather than slot, it's very easy to "house rule" that a character benefits from one item that increases AC, one item that increases defenses, one item that increases attack bonus/damage roll (per attack), and two items that function like rings. </p><p></p><p>The conceptual space provided by actual body slots just aids design, helping designers keep certain effects consistently categorized. It'll also help your house rule, because it'd be awful hard to categorize a hodge podge of effects on the back end without some sort of thought being given to it on the front end.</p><p></p><p>Take Jarlaxle, who wears a hat that functions as a <em>bag of holding.</em> If Jarlaxle were a PC in my campaign, I as DM certainly wouldn't say that his "<em>hat of holding</em>" actually took up his head slot. That hat isn't functioning like a normal head slot item. It's functioning as a <em>bag of holding</em>—like a wondrous item with another description.</p><p></p><p>And that's one <s>cool</s> Rouse thing about D&D. You can modify the roleplaying aspect of anything until your heart's content, without unduly affecting the structure of the rules. That doesn't require house ruling, as in tinkering with actual rules, so much as using the imagination to satisfy one's sense of narrative structure and fun.</p></blockquote><p></p>
[QUOTE="Khur, post: 4105243, member: 5583"] This, along with others who pointed out that this is a story issue more than a mechanical one. You can wear a cloak and an amulet, you just can't get the same benefit from both. One of them is likely to be a "fluff description" over what really amounts to a wondrous item, and the other is going to be giving you the defense bonuses the neck slot item is supposed to give. As long as the two don't conflict, it doesn't matter how you describe it. If it helps you to think of function, rather than slot, it's very easy to "house rule" that a character benefits from one item that increases AC, one item that increases defenses, one item that increases attack bonus/damage roll (per attack), and two items that function like rings. The conceptual space provided by actual body slots just aids design, helping designers keep certain effects consistently categorized. It'll also help your house rule, because it'd be awful hard to categorize a hodge podge of effects on the back end without some sort of thought being given to it on the front end. Take Jarlaxle, who wears a hat that functions as a [I]bag of holding.[/I] If Jarlaxle were a PC in my campaign, I as DM certainly wouldn't say that his "[I]hat of holding[/I]" actually took up his head slot. That hat isn't functioning like a normal head slot item. It's functioning as a [I]bag of holding[/I]—like a wondrous item with another description. And that's one [S]cool[/S] Rouse thing about D&D. You can modify the roleplaying aspect of anything until your heart's content, without unduly affecting the structure of the rules. That doesn't require house ruling, as in tinkering with actual rules, so much as using the imagination to satisfy one's sense of narrative structure and fun. [/QUOTE]
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Cloaks are a Neck Item?
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