Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
item slot restrictions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 4617900" data-attributes="member: 12731"><p>Interesting, thanks. </p><p></p><p><strong>Holy Symbols:</strong> As I remember (need to check the books), you can use a Holy Symbol either worn or hold. That is, these occupy either the Neck Slot or one of the hand slots (not the Hands slot). </p><p></p><p>And yes, this flexibility allows you to use the daily powers of no less than three Holy Symbols during one and the same fight (daily item uses allowing): one worn around the neck, two wielded in your Main and Off hands. (And yes, a fourth could be kept in the Back-Up Slot)</p><p></p><p>However, this means you're using neither sword nor shield, so I would hesitate to call it a problem that needs fixing. After all, this flexibility is built-into the type of implement (to allow the Paladin to get it out of the way of his fighting, while at the same time allowing the Cleric to use her neck slot for something else, opting to hold her Holy Symbol in her hand)</p><p></p><p>Either way, they aren't an intentional omission. The examples are just that, examples. (Otherwise the list would become scary long)</p><p></p><p><strong>Ranged vs. Implements:</strong> Well, a Warlock or Wizard can already have a Wand, Rod or Orb in each hand. </p><p></p><p>But you're right. I have come to the conclusion there needs to be a slot, but that this slot should be reserved for two-handed tools only. Thanks for reminding me this should not only include Bows etc, but Staffs too.</p><p></p><p>The reason there needs to be a slot for two-handed tools is that otherwise a sword-and-board fighter would get two dailies out of his equipment, double that of an Archer. Not to mention how the well-rounded martial character would be denied a ranged power for distance combat. (Either that, or he would have to sacrifice his back-up slot. Which is unfair to him compared to spellcasters, who does not need different slots for different ranges of combat)</p><p></p><p>As I see it, the balance between one-handed and two-handed weapons breaks down if daily powers are restricted in such a way as to allow one-handed weapons double the daily uses of two-handed weapons. (The basic differences in range, damage and defense are well-balanced on the other hand. But in the core game, there isn't any restrictions making the use of longswords give you double the Dailies of the use of Greatswords. Yes, in one and the same fight, you do; but over the day? </p><p></p><p><strong>Back-Up Items:</strong> First off, you do realize the core rules does nothing to discourage a fighter from lugging around several suits of armor, right? (As long as you have daily item uses left, you can use them all on armor Dailies, just by switching sets after each fight)</p><p></p><p>And some parties will have even bigger loads: some Wondrous Items could be quite bulky, and their dailies are not restricted at all.</p><p></p><p>So singling out armor as the one type of equipment you can't have a second copy of might be somewhat unfair. </p><p></p><p>Perhaps a compromise is to invent a "sub-set" of armor that contains the "active enchantment"? Let's take an example:</p><p></p><p><span style="color: DarkOrange"><em>It is the "heartpiece" that defines any magical armor. This is the small piece that fits right over your heart. As long as the type and make of armor fits, you can switch heartpieces in order to change the magical enchantment of your armor without having to carry along different entire suits of armor.</em></span></p><p><span style="color: DarkOrange"><em></em></span></p><p><span style="color: DarkOrange"><em>If you wear Leather you can't switch to a heartpiece from armor made out of Cloth or Scale. However, you can switch to a heartpiece from masterwork leather armor, such as Starleather. This gains you the magical bonuses from the new suit, but not the masterwork properties (of Starleather, in this case).</em></span></p><p><span style="color: DarkOrange"><em></em></span></p><p><span style="color: DarkOrange"><em>Switching heartpieces can only be done during a Short Rest, the enchantment does not "take" instantly.</em></span></p><p></p><p>This allows the character focusing on defense to gain a second Daily out of his Plate mail just as the character focusing on offense can gain a second Daily out of his Longsword or Orb. Without us having to imagine the party lumbering under the load of several suits of armor per character.</p><p></p><p>As for your suggestion to limit the back-up slot to weapons and implements, well, with the Two-handed slot and the two hand slots, I feel weapons are already amply covered. I imagined this slot to be useful for a second Amulet, a second pair of Boots and the like.</p><p></p><p>Sure, many players will use the slot for an extra weapon. But do we really need to limit the slot in this way, making other uses go from rare to impossible?</p><p></p><p></p><p>Again thanks, your comments are valuable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1) I will change the ranged slot to become a "Two-handed Slot" so it can cover Wizard Staffs as well (not to mention Greataxes and Halberds).</p><p>2) As for the back-up slot, I'm wavering between keeping it as-is (open to all items except rings) or removing it entirely.</p><p>3) I'll probably add Holy Symbols (in both possible slots) to the examples.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4617900, member: 12731"] Interesting, thanks. [B]Holy Symbols:[/B] As I remember (need to check the books), you can use a Holy Symbol either worn or hold. That is, these occupy either the Neck Slot or one of the hand slots (not the Hands slot). And yes, this flexibility allows you to use the daily powers of no less than three Holy Symbols during one and the same fight (daily item uses allowing): one worn around the neck, two wielded in your Main and Off hands. (And yes, a fourth could be kept in the Back-Up Slot) However, this means you're using neither sword nor shield, so I would hesitate to call it a problem that needs fixing. After all, this flexibility is built-into the type of implement (to allow the Paladin to get it out of the way of his fighting, while at the same time allowing the Cleric to use her neck slot for something else, opting to hold her Holy Symbol in her hand) Either way, they aren't an intentional omission. The examples are just that, examples. (Otherwise the list would become scary long) [B]Ranged vs. Implements:[/B] Well, a Warlock or Wizard can already have a Wand, Rod or Orb in each hand. But you're right. I have come to the conclusion there needs to be a slot, but that this slot should be reserved for two-handed tools only. Thanks for reminding me this should not only include Bows etc, but Staffs too. The reason there needs to be a slot for two-handed tools is that otherwise a sword-and-board fighter would get two dailies out of his equipment, double that of an Archer. Not to mention how the well-rounded martial character would be denied a ranged power for distance combat. (Either that, or he would have to sacrifice his back-up slot. Which is unfair to him compared to spellcasters, who does not need different slots for different ranges of combat) As I see it, the balance between one-handed and two-handed weapons breaks down if daily powers are restricted in such a way as to allow one-handed weapons double the daily uses of two-handed weapons. (The basic differences in range, damage and defense are well-balanced on the other hand. But in the core game, there isn't any restrictions making the use of longswords give you double the Dailies of the use of Greatswords. Yes, in one and the same fight, you do; but over the day? [B]Back-Up Items:[/B] First off, you do realize the core rules does nothing to discourage a fighter from lugging around several suits of armor, right? (As long as you have daily item uses left, you can use them all on armor Dailies, just by switching sets after each fight) And some parties will have even bigger loads: some Wondrous Items could be quite bulky, and their dailies are not restricted at all. So singling out armor as the one type of equipment you can't have a second copy of might be somewhat unfair. Perhaps a compromise is to invent a "sub-set" of armor that contains the "active enchantment"? Let's take an example: [COLOR="DarkOrange"][I]It is the "heartpiece" that defines any magical armor. This is the small piece that fits right over your heart. As long as the type and make of armor fits, you can switch heartpieces in order to change the magical enchantment of your armor without having to carry along different entire suits of armor. If you wear Leather you can't switch to a heartpiece from armor made out of Cloth or Scale. However, you can switch to a heartpiece from masterwork leather armor, such as Starleather. This gains you the magical bonuses from the new suit, but not the masterwork properties (of Starleather, in this case). Switching heartpieces can only be done during a Short Rest, the enchantment does not "take" instantly.[/I][/COLOR] This allows the character focusing on defense to gain a second Daily out of his Plate mail just as the character focusing on offense can gain a second Daily out of his Longsword or Orb. Without us having to imagine the party lumbering under the load of several suits of armor per character. As for your suggestion to limit the back-up slot to weapons and implements, well, with the Two-handed slot and the two hand slots, I feel weapons are already amply covered. I imagined this slot to be useful for a second Amulet, a second pair of Boots and the like. Sure, many players will use the slot for an extra weapon. But do we really need to limit the slot in this way, making other uses go from rare to impossible? Again thanks, your comments are valuable. :) 1) I will change the ranged slot to become a "Two-handed Slot" so it can cover Wizard Staffs as well (not to mention Greataxes and Halberds). 2) As for the back-up slot, I'm wavering between keeping it as-is (open to all items except rings) or removing it entirely. 3) I'll probably add Holy Symbols (in both possible slots) to the examples. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
item slot restrictions
Top