MIC - Healing Belt errata?

Stalker0 said:
This is an item that I consider to have a "pseudo-slot".

Its a belt, but you could just keep in the bag and put it on after combat for healing. I see it as a 6d8 after combat healing wand.
Like most slotted items in MIC I'd consider adding the clause 'must be worn at least x hours before it can be used'.
It's a useful default to discourage the 'I've got 2 dozen healing belts in my backpack'-sillyness.
 

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Jhaelen said:
Like most slotted items in MIC I'd consider adding the clause 'must be worn at least x hours before it can be used'.
It's a useful default to discourage the 'I've got 2 dozen healing belts in my backpack'-sillyness.

Yeah, that seems like a really good idea.

The two dozen belts, I mean. :eek: :uhoh: ;)

Bye
Thanee
 

Jhaelen said:
Like most slotted items in MIC I'd consider adding the clause 'must be worn at least x hours before it can be used'.
It's a useful default to discourage the 'I've got 2 dozen healing belts in my backpack'-sillyness.

Yes, that is my rule d'jour for all such items that use charges per day. Came up with that because of the Iron Ward Diamond "Hey look guys, time to spend a standard action to replace this IWD again"
 

James McMurray said:
It's actually all of them. Or at least all the ones that give a gradiated effect. It was done on purpose, to force the player to make choices.
Exactly. Think of it this way: You just got womped for 30 points of damage, you're badly wounded and your opponent is still standing in front of you, ready to hit you with an axe. Do you:
a) Heal 2d8 and hope he doesn't kill you so you can get the maximum effect of the healing after combat is over?
b) Heal 4d8 and be a little more sure he won't kill you next round, giving you an opportunity to do something to end the combat?
 

Stalker0 said:
This is an item that I consider to have a "pseudo-slot".

Its a belt, but you could just keep in the bag and put it on after combat for healing. I see it as a 6d8 after combat healing wand.

Which is why i think the single major flaw with many MIC items is that they should all, by default, have the "24 hours attunement" requirement that some of the items have, unless stated otherwise (and there are a few items that probably shouldn't have the attunement).

I love the MIC, and think it's one of the best books put out for 3.5 so far. However, all of the problems seem to crop up over the issue of stashing an item and putting it on, or giving it to another player to use, much like you just pointed out.
 

Jhaelen said:
Like most slotted items in MIC I'd consider adding the clause 'must be worn at least x hours before it can be used'.
It's a useful default to discourage the 'I've got 2 dozen healing belts in my backpack'-sillyness.

Whoops, I hadn't noticed your comment before I posted mine...which makes mine redundant :)
 

Rystil Arden said:
I think the price is ridiculous vis-a-vis an Eternal Wand of CLW (which as far as I have ever seen is already an excellent value at 800 GP for three castings of CLW per day)

Isn't it 2/day? :uhoh:
 

Underpriced.

As noted previously, it's listed at 500 GP to Create (thus a 1,000 GP Market Price).

As it also notes a 40 XP (Correct with 500 Creation, but not 750 Market Price), I'd go with 1,000 as the Market Price.

Which seems better to me.

As it takes a Belt Slot, I know almost all of my players have a better item in that slot by level 10 or so.

In my games, it would become the Band-Aid after the Battle.

Take Damage? Just Slap on the Belt, blow a Charge, replace it in the Bag of Holding.

In my games, I'd prevent that this way.

It must be worn by a living Humanoid for the 24 hrs prior to Dawn for the Charge to Refresh.

I'd call it the Magic augments the natural "Life Energy" in living Creatures to Power the Charges.

Thus, no Band Aid.

In fact, they'd probablly give it to a Cohort or Follower. I really good item for a NPC.

(Or they'd take a Goblin Prisoner, make him wear the belt & take it off him to Expend Charges).

But, all in all, I'd call this an excellent Low Level Item, that can continue to be of use when the Players get to high Level.

PS. For noticing the Pricing Error, Mistwell you'd get a 150 XP Bonus in my game.

As a Duly Appointed DM for the Inner DM Circle, feel free to Print this out and tell your DM:

"See. This random guy (at least he says he's a guy) tells you to give me 150 XP, since he's a Duly Appointed DM."

(If you have enough Ranks in Bluff, he might buy it).
 

Vraille Darkfang said:
It must be worn by a living Humanoid for the 24 hrs prior to Dawn for the Charge to Refresh.

This to me would fix some possible abuses with MIC items. I wouldn't mind the cheap cost if the belt actually took a belt slot, but it doesn't. Its in your bag, ready to be donned when you need it....after battle.

Heck, if you had to wear the belt for just an hour it would be alright, just so you can't just toss it willy nilly between combats.
 

I don't get the point of keeping one to use after battle. 5 charges of cure light wounds from a wand (5d8+5 hp healed, the closest amount to the belt) only costs 75 gp. Yeah, it doesn't come back the next day, so in 10 days of adventure, you'll have spent the equivalent of the belt, but its still dirt cheap, and you're going to have the wand with you anyway. After 10 days of dungeon delving, you'll probably have leveled up and gained your weight in gold. Who really cares if you saved yourself 750 gp at that point?
 

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