Healing belt from MIC

Mistwell said:
I think the overwhelming majority of items are fine as written and as priced, EXCEPT that they should have that 24-hours to work clause. The problem comes from higher level groups buying more than one charges-per-day items and just tosses them in their backpack and pulls out another one as soon as the charges are spent. That I think defeats the intent behind these items, and causes the trouble.

Yes. It's a general case of a limitation not being a limitation. Take a wondrous item with 50 charges of say a 1st level spell. Make it usable 1/day, and it costs 1800 gp/5 = 360 gp. But you have to consider if that 1 charge per day was really a limitation or not. For certain spells it would be, but for others such a cheap item is an easy way of getting hold of a useful, though not often used spell. With MIC, I get the feeling that it's guided by these principles.

Pinotage
 

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Klaus said:
Wow, do I disagree with your DM.

I LOVE the Magic Item Compendium for very many reasons including detailing slots, magic item clothing (the absense of which has always bothered me), item creation and other "official rules," that just make more sense.

I think your DM is a bisquet head and he's banned from DMing for me or my players at any conventions. Hehe. Feel free to tell him I said that.

I'll bet he bans the Rules Compendium which makes sense out of alot of obscure rulings in D&D, though it does have its fair share of Errata. Couldn't have THAT!

Storme
 
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Mistwell said:
Just ban it from your game if you're going to nerf it so much that it couldn't possibly be worth it.

What Nerf?
Just a reading of the wording of the description.

Spending 1 or more charges allows you to channel postive energy and heal damage with a touch.

You can't channel postitive energy, you can't use the belt.

No.

And you're misusing QED.
QED
Quite Easily Done
Reading the description and applying the description as written.
And that's why the item is not underpriced, to go back to the original question.
How am I not using QED correctly?
 



Quote:
Originally Posted by Vahktang
You can't channel postitive energy...



Sure you can. Spending a charge allows you to.
or spending a charge allows you to heal while you do channel energy.
For such a low cost item, that would make more sense, rather than have total non-healers be able to use heal with it.
Having non divines (with the exception of the bard) be able to heal out of hand is not traditional with D & D.
Healing is for clerics (and druids [and bards, a little bit])
And how many times do you have extra turning attempts left over and few or no cure spells availble?
Or am I totally off base?


Av3rnus said:
Sounds like you've been misinformed on what QED stands for: quod erat demonstrandum
Yes, in that case, I would be misusing Quod Erat Demonstandum.
(thank you for citing, btw)

But since I was using it as Quite Easily Done, I was using it correctly.

That's what's one of the fun things of the english language, it changes.
For example, the comet that comes around every 76 years, last time in '86, should rhyme with valley, but everyone pronounces it like frozen rain: Hail.
 

Healing belts make up for a deficiency in the rules that is the hit point system. With luck this deficiency will be done away with in 4th edition, at which point healing belts will no longer be necessary.

I try to have my games be like action movies, or even gritty war movies. How often in those stories does a person run around chumbawumba'ing his buddies? No, in those movies, if you go down, you stay down, unless you're a real bad-ass and you manage to drag yourself to your feet and keep on fighting. Your injuries don't heal. I think healing is a stupid thing to have in a game.
 

Vahktang said:
or spending a charge allows you to heal while you do channel energy.

So you feel that 'allow' is granting permission to channel energy, rather than granting the ability to channel energy?

Candle of Invocation: In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. Useless to someone who can't already cast Gate?

Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. No good unless you already possess the magic of the dimension door spell in order for the cape to allow you to use it?

Eyes of Petrification: These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (Fortitude DC 19 negates) for 10 rounds per day. What if you don't have a petrification gaze attack?

-Hyp.
 

Vahktang said:
Healing is for clerics (and druids [and bards, a little bit])
Don't forget paladins, rangers and anyone with the Use Magic Device skill. And monks can self-heal. And arcane casters can heal warforged. Or anyone if they take the arcane disciple feat with the healing domain.

Yeah, so healing is for everyone except fighters and barbarians.
 


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