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Magic Item Slots in D&D Next
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<blockquote data-quote="FireLance" data-source="post: 5811778" data-attributes="member: 3424"><p>On the other hand, if the DM wants to run a low magic campaign, shouldn't he ensure that the PCs never have more than 3 magic items at any one time, anyway? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Which kind of feeds into my point. Item slots basically serve the purpose of ensuring that the players can't stack magic item after magic item on their PCs. Of course, this is only a problem when there are a bucketload of magic items in the campaign in the first place, either through generous treasurefinding/reward assumptions (which can be rule or module based) or easy crafting. And frankly, every edition has come up with ways to circumvent this restriction, whether it is "slotless"/"stacking" magic items (at double cost) in 3e or divine boons/grandmaster training in 4e. </p><p></p><p>So if you ask me, just keep it simple: certain magic items are bulky by nature and there is a natural limit to how many you can use at the same time: armor, weapons and/or shields, gloves and gauntlets, boots and footwear, and possibly cloaks and bracers. Everything else is a matter of how many items you manage to obtain and can convince your DM to let you wear at the same time (although I personally would impose increasing penalties to AC, attack rolls and movement once my players cross some yet-to-be-determined line of ridiculousness - assuming I give them enough magic items to get there in the first place).</p></blockquote><p></p>
[QUOTE="FireLance, post: 5811778, member: 3424"] On the other hand, if the DM wants to run a low magic campaign, shouldn't he ensure that the PCs never have more than 3 magic items at any one time, anyway? :p Which kind of feeds into my point. Item slots basically serve the purpose of ensuring that the players can't stack magic item after magic item on their PCs. Of course, this is only a problem when there are a bucketload of magic items in the campaign in the first place, either through generous treasurefinding/reward assumptions (which can be rule or module based) or easy crafting. And frankly, every edition has come up with ways to circumvent this restriction, whether it is "slotless"/"stacking" magic items (at double cost) in 3e or divine boons/grandmaster training in 4e. So if you ask me, just keep it simple: certain magic items are bulky by nature and there is a natural limit to how many you can use at the same time: armor, weapons and/or shields, gloves and gauntlets, boots and footwear, and possibly cloaks and bracers. Everything else is a matter of how many items you manage to obtain and can convince your DM to let you wear at the same time (although I personally would impose increasing penalties to AC, attack rolls and movement once my players cross some yet-to-be-determined line of ridiculousness - assuming I give them enough magic items to get there in the first place). [/QUOTE]
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