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How do Iron Armbands work?
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<blockquote data-quote="Pickles JG" data-source="post: 4691219" data-attributes="member: 61501"><p>They are lazy unimaginative design to say nothing of being overpowered. </p><p> </p><p>They are about twice as good as a feat of the same tier so resurrecting Christmas tree effects.</p><p>They are mechanically better than any other item in the same slot - so they are "highly useful items for" every character that deal damage in melee.</p><p>Their power level crushes the design space for other similar but less consistent items. For example the bracers that give +d6 damage if you hit with a main wepapon & an offhand weapon. It is both less reliable & less damaging & so is totally useless. </p><p> </p><p>If I were to have them in a game I would make them level 10 items that give +1 damage. That means that they do not undermine weapon focus & leave lots of space for bigger but situational bonuses.</p><p> </p><p>I concede there is a a bit of personal prejudice here - I like characters defined by their abilities not by what they happen to be carrying around.</p><p> </p><p>The fact of their power level remains though.</p><p> </p><p>I sympathise with a desire to have straightforward magic items but that would apply if they gave +1 (& it's still not clear if they effect bursts). I myself like mostly passive items too - the daily limit being one reason for this & power option overload another.</p></blockquote><p></p>
[QUOTE="Pickles JG, post: 4691219, member: 61501"] They are lazy unimaginative design to say nothing of being overpowered. They are about twice as good as a feat of the same tier so resurrecting Christmas tree effects. They are mechanically better than any other item in the same slot - so they are "highly useful items for" every character that deal damage in melee. Their power level crushes the design space for other similar but less consistent items. For example the bracers that give +d6 damage if you hit with a main wepapon & an offhand weapon. It is both less reliable & less damaging & so is totally useless. If I were to have them in a game I would make them level 10 items that give +1 damage. That means that they do not undermine weapon focus & leave lots of space for bigger but situational bonuses. I concede there is a a bit of personal prejudice here - I like characters defined by their abilities not by what they happen to be carrying around. The fact of their power level remains though. I sympathise with a desire to have straightforward magic items but that would apply if they gave +1 (& it's still not clear if they effect bursts). I myself like mostly passive items too - the daily limit being one reason for this & power option overload another. [/QUOTE]
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