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Glove of Storing too powerful?
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<blockquote data-quote="James McMurray" data-source="post: 119768" data-attributes="member: 743"><p>Wow. I certainly never expected this to turn into five pages in under two days!</p><p></p><p>I think that, balance-wise, for my next campaign I will rule that durations continue on stored items. I do agree with the camp that says that this isn't the case, because I can logically see the reasoning behind it, and it is that reasoning that made me allow thei use in this manner to begin with. However, for a mere 2,200 gp, I just can't see it happening. Heck, that's only 4,400gp if you add it on after making another type of glove (such as gloves of Dexterity). That just isn't enough payout to warrant infinite duration spells.</p><p></p><p>A few other points were raised.</p><p></p><p>1) Someone mentioned that I should go back and reread spells. </p><p></p><p>I think you may have misconstrued my remark about getting a +11 weapon. I did not mean that the weapon has a +11 to hit and damage, I meant that you could easily get a weapon with a total of +11 in abilities: +5 enhancement, keen (+1), Flaming Burst (+2), Shock (+1) and any other +2 bonus you'd care to actually pay for. That would mean for 20,500 gp (18,300 or so for the +3 weapon and 2,200 for the glove) you've gained yourself an item which is illegal to buy, and would cost 242,000gp if you could even think about buying it.</p><p></p><p>2) A couple of people mentioned storing being a standard action. The DMG erratta on WotC's site clarifies that storing and retrieving is a free action.</p><p></p><p>3) Someone mentioned storing and retrieving a shield. I would disallow that strategy because a hield has to be readied. Shields are strapped tot he arm of the user generally, making it more difficult than simply having one reappear in your hand.</p><p></p><p>Thanks all!</p></blockquote><p></p>
[QUOTE="James McMurray, post: 119768, member: 743"] Wow. I certainly never expected this to turn into five pages in under two days! I think that, balance-wise, for my next campaign I will rule that durations continue on stored items. I do agree with the camp that says that this isn't the case, because I can logically see the reasoning behind it, and it is that reasoning that made me allow thei use in this manner to begin with. However, for a mere 2,200 gp, I just can't see it happening. Heck, that's only 4,400gp if you add it on after making another type of glove (such as gloves of Dexterity). That just isn't enough payout to warrant infinite duration spells. A few other points were raised. 1) Someone mentioned that I should go back and reread spells. I think you may have misconstrued my remark about getting a +11 weapon. I did not mean that the weapon has a +11 to hit and damage, I meant that you could easily get a weapon with a total of +11 in abilities: +5 enhancement, keen (+1), Flaming Burst (+2), Shock (+1) and any other +2 bonus you'd care to actually pay for. That would mean for 20,500 gp (18,300 or so for the +3 weapon and 2,200 for the glove) you've gained yourself an item which is illegal to buy, and would cost 242,000gp if you could even think about buying it. 2) A couple of people mentioned storing being a standard action. The DMG erratta on WotC's site clarifies that storing and retrieving is a free action. 3) Someone mentioned storing and retrieving a shield. I would disallow that strategy because a hield has to be readied. Shields are strapped tot he arm of the user generally, making it more difficult than simply having one reappear in your hand. Thanks all! [/QUOTE]
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