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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Machiavelli" data-source="post: 3060003" data-attributes="member: 40964"><p>I've always thought that the magical items, enchantments, and such are out of control in D&D. Classes, PrC's, templates, feats, skills, weapons, armor... these are flavorful, interesting concepts that progressively add to a player's abilities and power. Magic items... mostly aren't. You just have this... THING hanging around that for no apparent reason, and with no odd side-effects, arbitrarily improves you. Ok, so you have a metal band around your wrist and a vaguely sado-masochistic leather belt around your waist. Why the heck do these things mean that I can't seem to get my sword to HIT you despite my unerringly accurate blows and your pathetic attempts to move your squishy, vulnerable flesh out of the way, AND you can crush my head like a walnut in your pale, skinny fingers?! WHY??? Oh, right, just cuz the rulez sez so. THAT makes sense.</p><p></p><p>Without all sorts of arbitrary magical protection items, your characters would have to rely on actual combat prowess and arcane powers to avoid being killed. Barring that, they'd at least have to keep their extremely vulnerable flesh hidden behind some solid armor and a stout shield. Barring even that, they would have to be careful to assess potential confrontations and prepare themselves such that they always have a distinct advantage over their foes: ambushes, traps, strategy, and the element of surprise.</p><p></p><p>Of course you can avoid all of that fun role-playing in your role-playing game by strapping on enough accessories to keep Macy's in business for years. That works, too, if shopping is your "thing".</p></blockquote><p></p>
[QUOTE="Machiavelli, post: 3060003, member: 40964"] I've always thought that the magical items, enchantments, and such are out of control in D&D. Classes, PrC's, templates, feats, skills, weapons, armor... these are flavorful, interesting concepts that progressively add to a player's abilities and power. Magic items... mostly aren't. You just have this... THING hanging around that for no apparent reason, and with no odd side-effects, arbitrarily improves you. Ok, so you have a metal band around your wrist and a vaguely sado-masochistic leather belt around your waist. Why the heck do these things mean that I can't seem to get my sword to HIT you despite my unerringly accurate blows and your pathetic attempts to move your squishy, vulnerable flesh out of the way, AND you can crush my head like a walnut in your pale, skinny fingers?! WHY??? Oh, right, just cuz the rulez sez so. THAT makes sense. Without all sorts of arbitrary magical protection items, your characters would have to rely on actual combat prowess and arcane powers to avoid being killed. Barring that, they'd at least have to keep their extremely vulnerable flesh hidden behind some solid armor and a stout shield. Barring even that, they would have to be careful to assess potential confrontations and prepare themselves such that they always have a distinct advantage over their foes: ambushes, traps, strategy, and the element of surprise. Of course you can avoid all of that fun role-playing in your role-playing game by strapping on enough accessories to keep Macy's in business for years. That works, too, if shopping is your "thing". [/QUOTE]
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Help me convince my players to wear heavy armor.
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