Magic Item Compendium

Shil,

So...what else intelligent to you wear around your nethers? Or have your females wear around their unmentionables? ;)
 

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Nightfall said:
Shil,

So...what else intelligent to you wear around your nethers?

Actually, I'm too intelligent to wear anything around my nethers. Clothing is the work of the devil. And posting is always done better in the nude.

Or have your females wear around their unmentionables? ;)

Sadly for my players, I don't regard anything as unmentionable :)
 



Psst. You can get _exactly_ the same effect by simply spreading out your items across body slots.
Yes, I know that. But my complaint is that by combining several effects into one item, they're unbalancing the items - the balance factor, IMO, was in having slots in the first place, so that you have to pick and choose what you're going to use.

And bracers of +7 armour and +6 Dex is nonstandard for Dex.
No it's not. Dex item affinity is Arms, Hands, and Feet.

The biggest effect of this rule change is that people no longer have to spread their magic around. Personally I find gloves of +6 Dex, +6 Str to be much more thematic and interesting than gloves +6 Dex and a belt +6 Str. Similarly an amulet of +6 Con, +6 Wis is more thematic than an amulet of +6 Con and a headband of +6 Wis.
Thematic? *shrugs* YMMV.
 

Kerrick said:
Yes, I know that. But my complaint is that by combining several effects into one item, they're unbalancing the items - the balance factor, IMO, was in having slots in the first place, so that you have to pick and choose what you're going to use.

Tell me which of

Bracers of armor +7
Gloves +6 Dex
Amulet of natural armor +5
Shirt +4 Con
Ring of protection +5
Boots +10 Climb

is in a slot that doesn't match its affinity.
 

Tell me which of

Bracers of armor +7
Gloves +6 Dex
Amulet of natural armor +5
Shirt +4 Con
Ring of protection +5
Boots +10 Climb

is in a slot that doesn't match its affinity.
I never said any of them weren't. My point, which I don't seem to be making very clear, is that MY rogue still has all those slots open for other things, whereas YOURS doesn't.
 

Kerrick's point is that your magical power was partly limited by the fact you had only so many slots to take up. If you wanted to free up slots, it either cost you 50% more (add it to another slot) or 100% more (slotless).

With the new system, while the big 6 aren't the only items a player is likely to get, they are easier to get because he doesn't have to worry about slots anymore (hmm...should I get gauntlets of str +2 or gloves of dex +2....oh, I'll just get both and put them in the same slot).

But on the same token, the idea of the MIC is to provide neat alternatives to the big 6, so that while players are still going to get resistance bonuses and stat bonuses, etc, they may wait on them awhile to get some of these new cool items.

My main concern is that some of the new items are so cheap, many players will have no problem crafting slotless versions of them or add them to other items (assuming the DM allows it). I think some of the balance of these items is the slots they take up, when you remove that they may become too powerful for their cost.

I'll give an example, the boots of ultimate athletism. Lets you take 10 on some physical skills, and 1/day you can take 20. As is, its fine, takes up a boot slot, some people will love these, some will want boots of speed or boots of flying, etc. But if I can combine that with another kind of boot I just gained a high level rogue class ability for dirt cheap. Its something to be wary of.
 

Remathilis said:
In addition, there are some items that give similar benefits to the big-six without the costly expenses. For example, Stamina (Improved, Greater) Armor Property gives a +1/+3/+5 Resist bonus to saves at 1/2 the cost of a cloak of resistance. A great deal for those armor-wearing characters who still want a cool cloak to use.

1/2 the cost and 1/3 the benefit. To get the same effect as a cloak of resistance +1, you'd have to spend 1500 gold instead of just 1,000.
 

Stalker0 said:
I'll give an example, the boots of ultimate athletism. Lets you take 10 on some physical skills, and 1/day you can take 20. As is, its fine, takes up a boot slot, some people will love these, some will want boots of speed or boots of flying, etc. But if I can combine that with another kind of boot I just gained a high level rogue class ability for dirt cheap. Its something to be wary of.

Is that how it works? I thought it only worked on the genero-bix-6-items. Combining boots of speed and boots of elvenkind and boots of S&S might not work, but making your boots add a +2 enh to saves might.

I don't know though, I haven't looked at the book yet.
 

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