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<blockquote data-quote="(un)reason" data-source="post: 5559418" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 233: September 1996</u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>Bazaar of the Bizarre: More magical armour? Here we go again. I really think we need some form of more specialised categorisation here. As usual, let's hope the ideas are both cool conceptually and not mechanically broken. </p><p></p><p>Avian armor isn't that great at the actual armoring gig, and makes you look like Big Bird. But hey, shapeshifting! Actually, given that there are plenty of more powerful and less embarrassing items that let you change shape, I think I'll skip this one. </p><p></p><p>Armor of Faith only works for someone who is of a specific alignment, and who follows a specific deity. A perfect excuse to prevent you from using enemy gear, in other words. Not likely you'll get use out of this when it turns up randomly. </p><p></p><p>Armor of Grounding protects you from electrical attacks. That's it, sparky. Once again, good luck getting the right enemies. </p><p></p><p>Armor of Swimming doesn't impede you in the water at all. In fact, it lets you swim like a fish and breathe underwater. Perfect for a pirate. Watch out for the sahuguin while you're down there. They can still outswim you and pwn your ass. </p><p></p><p>Helms of Horror have evil glowing eyes and scare people you look at. You may get mistaken for an antipaladin, and killed horribly by the next bunch of adventurers if you can't walk the walk as well. </p><p></p><p>Helms of Thought Protection are another one that's very common in the literature, and I'm surprised hasn't been done before. Many are even comfortable to sleep in. It's all about the tinfoil layering, my dear. </p><p></p><p>Dweomerbane shields suck up any magic that passes by them and get ever more powerful as they do. This may not be a good thing if you have spellcasters on your own team, but will be devastating as a bad guy fighter's primary item. </p><p></p><p>Shields of Faith are another highly restricted item for the DM to annoy the players with. Really, this restriction could be plonked on any kind of magic item. </p><p></p><p>Shields of Missiles suck up magic missiles and spew them back at the enemy. Obviously not as obscene as the general dweomerbane ones, this could still be a lifesaver. And shaking wizard's faith in one of their most reliable spells doesn't hurt either. </p><p></p><p>Shields of Shattering, like swords of 9 lives draining, are incredibly brutal, but have decidedly limited lifespans. They'll break both the weapons and arms of anyone attacking you, and then break themselves when they run out of charges. Keep it for special occasions where you really don't want to play fair. </p><p></p><p></p><p>Forum is once again cut down to precisely the size they need to fit it around the adverts. </p><p></p><p>Roger Smith adds a third voice to those who want level limits and dual classing removed. There are many more silent out there that agree with them. </p><p></p><p>Steve Shawler starts his all new players off at 1st level, but makes sure they get adventures tailored to them. It seems to work. </p><p></p><p>Josh Heckman points out that demihuman level limits are a setting conceit as much as a balance one. Changing them will change how they are regarded in the campaign. Ah yes, the battle between thematicness and those desiring strict mechanical balance. One of the more interesting axes of gamer opinion, and one that's definitely swung as time went on.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5559418, member: 27780"] [B][U]Dragon Magazine Issue 233: September 1996[/U][/B] part 5/8 Bazaar of the Bizarre: More magical armour? Here we go again. I really think we need some form of more specialised categorisation here. As usual, let's hope the ideas are both cool conceptually and not mechanically broken. Avian armor isn't that great at the actual armoring gig, and makes you look like Big Bird. But hey, shapeshifting! Actually, given that there are plenty of more powerful and less embarrassing items that let you change shape, I think I'll skip this one. Armor of Faith only works for someone who is of a specific alignment, and who follows a specific deity. A perfect excuse to prevent you from using enemy gear, in other words. Not likely you'll get use out of this when it turns up randomly. Armor of Grounding protects you from electrical attacks. That's it, sparky. Once again, good luck getting the right enemies. Armor of Swimming doesn't impede you in the water at all. In fact, it lets you swim like a fish and breathe underwater. Perfect for a pirate. Watch out for the sahuguin while you're down there. They can still outswim you and pwn your ass. Helms of Horror have evil glowing eyes and scare people you look at. You may get mistaken for an antipaladin, and killed horribly by the next bunch of adventurers if you can't walk the walk as well. Helms of Thought Protection are another one that's very common in the literature, and I'm surprised hasn't been done before. Many are even comfortable to sleep in. It's all about the tinfoil layering, my dear. Dweomerbane shields suck up any magic that passes by them and get ever more powerful as they do. This may not be a good thing if you have spellcasters on your own team, but will be devastating as a bad guy fighter's primary item. Shields of Faith are another highly restricted item for the DM to annoy the players with. Really, this restriction could be plonked on any kind of magic item. Shields of Missiles suck up magic missiles and spew them back at the enemy. Obviously not as obscene as the general dweomerbane ones, this could still be a lifesaver. And shaking wizard's faith in one of their most reliable spells doesn't hurt either. Shields of Shattering, like swords of 9 lives draining, are incredibly brutal, but have decidedly limited lifespans. They'll break both the weapons and arms of anyone attacking you, and then break themselves when they run out of charges. Keep it for special occasions where you really don't want to play fair. Forum is once again cut down to precisely the size they need to fit it around the adverts. Roger Smith adds a third voice to those who want level limits and dual classing removed. There are many more silent out there that agree with them. Steve Shawler starts his all new players off at 1st level, but makes sure they get adventures tailored to them. It seems to work. Josh Heckman points out that demihuman level limits are a setting conceit as much as a balance one. Changing them will change how they are regarded in the campaign. Ah yes, the battle between thematicness and those desiring strict mechanical balance. One of the more interesting axes of gamer opinion, and one that's definitely swung as time went on. [/QUOTE]
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