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<blockquote data-quote="Lonely Tylenol" data-source="post: 2067334" data-attributes="member: 18549"><p>Looking over the mathy posts above, it seems as though the belt is either worse than regular armour builds (aside from the touch AC issue), or better under certain circumstances. I'm not seeing anything particularly game-breaking here. It's better for some character builds than for others, which is fine and to be expected, although I do agree with Crothian that items in general should provide clearly-defined bonuses.</p><p></p><p>In this case, we seem to have a poorly-designed item that sends up warning flags on first glance but turns out to be not really all that bad. Sure, there are builds that can exploit the item, but there are also probably more optimized and exploitative builds that don't use it. Nail spells it out pretty well. To save a few thousand GP, he can trade in his mithril for a monk's belt, and try to make up the diffrence with Wisdom and assorted magic enhancements. It doesn't quite work. Of course, he starts with a pretty huge Wisdom bonus to begin working from, which is probably unachievable for most mid-high level characters, and would prevent further Wisdom increase depending on what bonus types are involved.</p><p></p><p>So there's a big grey area between balanced and broken that this item seems to fall into. That's actually not so bad, considering it doesn't give a fixed bonus, per the RAW. I'd let it run in my campaign as written, although I wouldn't bet that my players couldn't break it. They're pretty resourceful.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 2067334, member: 18549"] Looking over the mathy posts above, it seems as though the belt is either worse than regular armour builds (aside from the touch AC issue), or better under certain circumstances. I'm not seeing anything particularly game-breaking here. It's better for some character builds than for others, which is fine and to be expected, although I do agree with Crothian that items in general should provide clearly-defined bonuses. In this case, we seem to have a poorly-designed item that sends up warning flags on first glance but turns out to be not really all that bad. Sure, there are builds that can exploit the item, but there are also probably more optimized and exploitative builds that don't use it. Nail spells it out pretty well. To save a few thousand GP, he can trade in his mithril for a monk's belt, and try to make up the diffrence with Wisdom and assorted magic enhancements. It doesn't quite work. Of course, he starts with a pretty huge Wisdom bonus to begin working from, which is probably unachievable for most mid-high level characters, and would prevent further Wisdom increase depending on what bonus types are involved. So there's a big grey area between balanced and broken that this item seems to fall into. That's actually not so bad, considering it doesn't give a fixed bonus, per the RAW. I'd let it run in my campaign as written, although I wouldn't bet that my players couldn't break it. They're pretty resourceful. [/QUOTE]
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