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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Limits, Slots, Requirements and Stacking
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<blockquote data-quote="Sadrik" data-source="post: 4016008" data-attributes="member: 14506"><p>Yes, you are correct. An AC boosting item should be able to come from several places bot only the highest should matter. For example: if a warrior had +1 armor and had Bracers that gave +2 to AC his armor should be treated as armor +2. A nice, succinct method that gives no bias to forcing bonuses into one item type.</p><p></p><p></p><p></p><p></p><p>Absolutely, if someone found a magic amulet for +2 move but was already wearing a magic cloak with +2 to fort/ref/will and already had boots with a +1 move. They now have to give up the amulet because their neck slot is already filled with something the character wants more. Instead of getting rid of the boots and putting on the amulet game rules dictate otherwise. And the reason this problem becomes worse in 4e is because they have shrunken the number of slots and therefore more item conflicts can occur.</p><p></p><p></p><p>One of the first things I learned as a game master is to never say no to your players. Just make it hard as hell for your players. The ring limit is odd and arbitrary I won't use limits like that when I DM. </p><p></p><p>It is, I admit, an easy fix. But when you factor in that it is designed to function within DDI a certain way and have PC generating software and all the other tools that get written based on the exact core of D&D it gets a little annoying that there is something in there that really chaffs me.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4016008, member: 14506"] Yes, you are correct. An AC boosting item should be able to come from several places bot only the highest should matter. For example: if a warrior had +1 armor and had Bracers that gave +2 to AC his armor should be treated as armor +2. A nice, succinct method that gives no bias to forcing bonuses into one item type. Absolutely, if someone found a magic amulet for +2 move but was already wearing a magic cloak with +2 to fort/ref/will and already had boots with a +1 move. They now have to give up the amulet because their neck slot is already filled with something the character wants more. Instead of getting rid of the boots and putting on the amulet game rules dictate otherwise. And the reason this problem becomes worse in 4e is because they have shrunken the number of slots and therefore more item conflicts can occur. One of the first things I learned as a game master is to never say no to your players. Just make it hard as hell for your players. The ring limit is odd and arbitrary I won't use limits like that when I DM. It is, I admit, an easy fix. But when you factor in that it is designed to function within DDI a certain way and have PC generating software and all the other tools that get written based on the exact core of D&D it gets a little annoying that there is something in there that really chaffs me. [/QUOTE]
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