Magic Clothes

Hawkeye said:
SO you have polled every single player of D&D and can state that as a fact or is this YOUR opinion, like I have mine?

Now you're just being needlessly argumentative. The preceding point was regarding your mistaken impression that Crafting Armor requires the spell magic vestment. Instead of addressing that point, you have changed the subject so you can argue about something else.

I see no point in responding to you anymore.
 

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I was not being needlessly argumentative. You are the one that said everyone used that rule in the exact same manner, not me. I was pointing out to you that is not true. Everyone has a differing interpretation of the rules. Yours is not necessarily the only one or the correct for for someone else's campaign. If it were, the question would never have been raised since everyone would use the same interpretation as you do (or another that everyone agrees to.) There would never been any questions or discussions of the rules ever because no one would ever disagree about them. This entire section of the board would be dead. However, it is a very active portion, so there must be different interpretations of the same rules. I wonder how that can be since we all know that there is only one way to play D&D and no one ever uses house rules. You interpret the rules as you wish for your world and let others interpret the rules for theirs. Neither are wrong, just different. If you took my argument personally, then I apologise. I can be a bit of a smart ass and when others make blantket gernalizations that everyone does it this way, I like to point out that is not true.

Hawkeye
 

dcollins said:
As usual, there are obvious major advantages if the DM allows armor enhancements to be thrown willy-nilly on anything a player desires. For starters, wizards suddenly get to appear unarmored while their robes give them the equivalent of free glamered armor (normally a +1 bonus special ability).

Um, as per the DMG those are robes +1 glamored. 4000 gp for 1 ac and change self. Hat of disguise: 2000 gp. Since most mages will use bracers of armor or the armor spell, I don't think the AC will count most often. How is this amazingly broken?

Hey, if your players want to powergame, and you don't, don't let them. But if a wizard would rather buy "armored robes" rather than a mirthal buckler, the players probably isn't trying to powergame. They are probably trying to be unique. Considering the costs, the balance issue doesn't seem to be a problem. There is precident in 3rd party books for this kind of armor. I do this in a game I play now. Trust me, there are much more effective ways to spend my money
 

The main problem with magical clothing is in their stacking with other forms of armor. If you can wear enchanted clothing under regular armor, you can essentially cut the price of your armor in two (put half of the enchantments on the clothing, the price for each item will only by 1/4 the price of putting all the enchantments on the armor itself).

True, enchantments on armor and shields already stack in this fashion, and there are a number of additional magic items that give you enchantments you otherwise would have to put on your armor (bracers, ring of protection, whatever). But the number of such stackable items is fixed, and introducing an additional stackable item with the same flexibility as armor and shield could indeed unbalance things.

I would at the very least double the price for such an item, because it's essentially a slotless item (takes up the rarely used "# vest, vestment, or shirt" slot). Possibly even more expensive, because of its flexibility
 

My own personal answer to this would be:

Magic Shirt w/ Armor Protection
Craft Wonderous Object (it doesn't have an armor value of its own)
Armor enhancement bonus: Bonus squared x 1,000 gp
This form would not stack with any other armor bonus.

Magic Shirt w/ Deflection Bonus
Craft Wonderous Object
Deflection bonus: Bonus squared x 2,000 gp
This form would stack with armor, although you couldn't give it any armor special abilities unless you also enchanted it to give a standard +1 armor enchantment bonus, since all the special abilities require the item to be enchanted to at least a +1.

I would use Craft Wonderous Object since the precidence of using it for creating robes, shirts and vests is in the DMG.

I would not use Craft Magic Arms & Armor, due to that fact that it is not actual armor in of itself. It is fabric. Padded Leather is specifically designed for combat and provides a bonus to armor class that is not part of the magic itself.

If I created a leather doublet +1 (I would use Craft Wonderous Objects)
If I created a leather arming doublet +1 (which gave the equivalent of leather armor as well as the magic protection bonus, I would use Craft Magic Arms & Armor)

The rules give examples of using different slots for the same type of item.
 

Conaill said:
The main problem with magical clothing is in their stacking with other forms of armor.

But it's not a problem. It wouldn't stack. With the exception of shields, armor bonuses do not stack. At all. The only way it would stack with regular armor is if your magical shirt provided a bonus to AC other than armor. If you wear a +4 shirt of armor, it won't stack with Hide.
 

The main problem with magical clothing is in their stacking with other forms of armor. If you can wear enchanted clothing under regular armor, you can essentially cut the price of your armor in two.

Nuh-uh.

A +2 Hawaiian Shirt has an armor bonus of +2.

Leather Armor has an armor bonus of +2.

Since armor bonuses don't stack (except in the case of shields and physical armor), the total armor bonus of wearing a +2 Hawaiian Shirt and Leather Armor is +2. If you'd put the enhancement on the Leather, you'd be up at +4.

-Hyp.
 

Conaill said:

True, enchantments on armor and shields already stack in this fashion, and there are a number of additional magic items that give you enchantments you otherwise would have to put on your armor (bracers, ring of protection, whatever). But the number of such stackable items is fixed, and introducing an additional stackable item with the same flexibility as armor and shield could indeed unbalance things.

The armor and shield stacking is a specific rule exception....otherwise the rule of no like enhancements stacking would fall into play. I would not recommend allowing stacking a magical shirt with any other armors.
 
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I've done it

I had as treasure a suit of fine silk clothes (child sized) which had a small amount of mithryl woven in to the fabric alowing it to hold an enchantment. (+1 to AC and a DR1/- ) The clothes also added a +5 bonus to the hide checks of the wearer in darkness (I mean night time here not the spell - for the lawyers).

The technology of weaving the fibers together is lost, and it's for my monk who won't be stacking it with regular armor so I think it's fine....
 

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