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Iron Heroes - Why?
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<blockquote data-quote="JohnSnow" data-source="post: 2501867" data-attributes="member: 32164"><p>Sounds familiar. I HATE characters being defined by their gear. I hate that in vanilla D&D, 90% of the work with any PC over 5th-level is figuring out what his equipment list looks like. I hate that you can spend days coming up with how your character acts and behaves and that if he gets a magic item, every thing he does becomes based around that magic item.</p><p></p><p></p><p></p><p>You're obviously entitled to disagree. However, there is no way to treat it as anything other than a "shopping list" (good term, thanks) when the character is given a spending limit to buy powers. The problem, in my mind, is not that the item abilities are boring, because they can be made quite intriguing, as you point out. The problem is that when you have a 650,000 gp "budget," you end up with TOO many items. Every item can't be special when every character has a dozen (or more) of them.</p><p></p><p>So IMO, there's nothing wrong with your <em>Wavebane</em> (although was its <em>shocking burst</em> ability strictly necessary?). Similarly, "Sting" (which could easily just be a +1, Orc-detecting, orc-bane short sword) and the mithril coat are fine. So is anything (like an elven cloak) that's a special gift that marks the character in some way. Magic trinkets (self-tying rope, a fire-starter) are also fine in reasonable numbers. However, things beyond that (like a light that also drives away evil creatures) should probably be limited to one item per character.</p><p></p><p>Where I REALLY start objecting is when the character is deriving spell-like abilities or mundane-enhancements from his items that he has to have in order to remain competitive with other characters at his level. That's just too...batman-utility-belt for me.</p><p></p><p>Just wanted to clarify.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2501867, member: 32164"] Sounds familiar. I HATE characters being defined by their gear. I hate that in vanilla D&D, 90% of the work with any PC over 5th-level is figuring out what his equipment list looks like. I hate that you can spend days coming up with how your character acts and behaves and that if he gets a magic item, every thing he does becomes based around that magic item. You're obviously entitled to disagree. However, there is no way to treat it as anything other than a "shopping list" (good term, thanks) when the character is given a spending limit to buy powers. The problem, in my mind, is not that the item abilities are boring, because they can be made quite intriguing, as you point out. The problem is that when you have a 650,000 gp "budget," you end up with TOO many items. Every item can't be special when every character has a dozen (or more) of them. So IMO, there's nothing wrong with your [i]Wavebane[/i] (although was its [i]shocking burst[/i] ability strictly necessary?). Similarly, "Sting" (which could easily just be a +1, Orc-detecting, orc-bane short sword) and the mithril coat are fine. So is anything (like an elven cloak) that's a special gift that marks the character in some way. Magic trinkets (self-tying rope, a fire-starter) are also fine in reasonable numbers. However, things beyond that (like a light that also drives away evil creatures) should probably be limited to one item per character. Where I REALLY start objecting is when the character is deriving spell-like abilities or mundane-enhancements from his items that he has to have in order to remain competitive with other characters at his level. That's just too...batman-utility-belt for me. Just wanted to clarify. [/QUOTE]
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