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Masterwork Ring/Amulet
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<blockquote data-quote="paradox42" data-source="post: 5874222" data-attributes="member: 29746"><p>This looks like video game thinking to me. The fact is, many, many people in the real world wear multiple rings on the same hand. There's nothing wrong with it, aside from perhaps being ostentatious.</p><p></p><p>The excuse in games for why you have only one "ring slot" per hand has always been, carrying two magic items that close together causes them to interfere and most likely cancel out- or one overwhelms and suppresses the other. The real reason, of course, is game balance, but that's always been the excuse.</p><p></p><p>Anyway, practical upshot from the above: if the ring's not magical, then it has absolutely nothing to do with the slot- and doesn't count against it no matter how many nonmagical rings you have. So discard that feeling of being "cheap," it's not becoming of your story.</p><p></p><p>Now, one thing I'd suggest is that you actually make the rings magical from the get-go. Minor magic, but magic. Here's why. If the ritual happens as you describe, with blood combined in a bowl and all that, does it not make sense that you could take that blood and forge it <strong>into</strong> the special rings made to signify membership in the group? That's what I'd do if I were making a group with a joining ritual like this. The rings then literally contain the essence of the other members, joined with that of the wearer. Magically, you can do a lot with that.</p><p></p><p>This, in turn, means that in a magical world, it makes sense that the rings in fact <strong>would</strong> be magical- with some sort of effect like <em>Status</em> (that works only on the other people who became members during the wearer's own ritual, of course). And since modern magic-item crafting rules allow items to be upgraded, it also makes sense that further powers can be added later, most likely for higher rank within the organization.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5874222, member: 29746"] This looks like video game thinking to me. The fact is, many, many people in the real world wear multiple rings on the same hand. There's nothing wrong with it, aside from perhaps being ostentatious. The excuse in games for why you have only one "ring slot" per hand has always been, carrying two magic items that close together causes them to interfere and most likely cancel out- or one overwhelms and suppresses the other. The real reason, of course, is game balance, but that's always been the excuse. Anyway, practical upshot from the above: if the ring's not magical, then it has absolutely nothing to do with the slot- and doesn't count against it no matter how many nonmagical rings you have. So discard that feeling of being "cheap," it's not becoming of your story. Now, one thing I'd suggest is that you actually make the rings magical from the get-go. Minor magic, but magic. Here's why. If the ritual happens as you describe, with blood combined in a bowl and all that, does it not make sense that you could take that blood and forge it [B]into[/B] the special rings made to signify membership in the group? That's what I'd do if I were making a group with a joining ritual like this. The rings then literally contain the essence of the other members, joined with that of the wearer. Magically, you can do a lot with that. This, in turn, means that in a magical world, it makes sense that the rings in fact [B]would[/B] be magical- with some sort of effect like [I]Status[/I] (that works only on the other people who became members during the wearer's own ritual, of course). And since modern magic-item crafting rules allow items to be upgraded, it also makes sense that further powers can be added later, most likely for higher rank within the organization. [/QUOTE]
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