Excerpt: You and Your Magic Items


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Cadfan said:
"Valid" means "a reason that your players accept." :)

Its a social matter, and therefore fluid and organic.
Hey, I'm fluid and organic with the best of them. They want to kill the bad guys, no problem. They want to found the Elven East India Company and take advantage of those 500% markups, no problem. But halflings? ON THIS I MAKE MY STAND.
 


Sir_Darien said:
I'm not a real big fan of this. If you want to use cool items that aren't really powerful the fact that your limited to how much you use kind of sucks. If I'm a level 20 rogue who wants to swing rooftop to rooftop with a rod of ropes, I should be able to do it regardless of my use of a flaming dagger. This seems like a fun-buster, though its difficult to say how bad of one with how vague the subject was left.
I don't see any evidence that you can't carry extra items in your pack/harness etc. just that you cant have 30 rings on at once and have simultaneous effects.
 


I can't help but think from reading his posts that Aria's gaming group must likely consist of his enemies.

Isn't the point of D&D that it's something you can play with your friends? If it ever came down to me having to go down to the local gaming store and having to pick up a few hobos off the street (splatbooks in hand!) I'd rather just give up the hobby.

Maybe I'm spoiled by being able to play with friends, but I wouldn't even consider DMing for a player who was going to cry if I didn't let his Incantatrix improved metamagic stack with Arcane Thesis to bring Metamagic feats down to +0. Frankly, I'd rather not play with people using Incantatrix period, unless my players all wanted to do a super meta-gamed high-power campaign. While we've ran one or two of those before, it's only fun to do if everyone agrees to it. Heck, in my last campaign I had a player show up on a game night early and ask if he could re-make his character using some less powerful PrC's around level 11, because he felt like he was overshadowing the rest of the party too much (and he was, a bit).

But I guess you might call us beer and pretzel gamers, and these rules are very nice for us. Of course we houseruled out Identify ages ago, as none of us could see any potential for fun that it brought to the table, and enforced artificial timelines on campaigns that often include an important time element. Your mileage may vary, of course.
 

hong said:
Hey, I'm fluid and organic with the best of them. They want to kill the bad guys, no problem. They want to found the Elven East India Company and take advantage of those 500% markups, no problem. But halflings? ON THIS I MAKE MY STAND.

Yea, halflings are sad and dull and remind me of death.
 

drjones said:
I don't see any evidence that you can't carry extra items in your pack/harness etc. just that you cant have 30 rings on at once and have simultaneous effects.

Well, I think it might be more similar to the Magic Item Compendium, in which certain items had to be worn for a certain amount of time before they were effective and some of the utility uses were limited by a certain number of charges per day.

So the example of the gauntlets someone used earlier could be easily mitigated.

Of course not all items would work like this but that is what makes this exciting, more differing ways to create magic items.
 

Cadfan said:
And then along come these players, these snot nosed players, and insist that they are entitled to things that you did not include in your campaign.
I've actually encountered GMs who I believe would enjoy their games much, much more if only they didn't have to deal with players.
 


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