Neck Slot Items

Personally, I think that the KISS principle is better. A single sentence for both rings and slot items of "If you have more than the allowed number, then none of them function" would have been a lot better. But, they did not write that as the rule. They intended to give the DM flexibility within this area. I'm not sure why they didn't do that for rings, maybe because a different designer wrote that.

Well, I don't see how there is really that much functional difference in terms of taking things off and having things work between rings and other stuff. Still I suppose they could have been worded the same and it would be simpler. All items could be in slots too instead of only some. Try arguing by RAW that a PC cannot wear and benefit from multiple suits of armor at once! (yeah, the armor bonuses won't stack, its true). Its like most of the 4e rules, they are well considered but not always well written.
 

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Obviously Wizards doesn't want you flying for 2 rounds, then jumping really high and then being able to breath underwater. I find rings altogether to be very weak especially for paragon level items.

But as a GM and Player, I think it should be GMs descision as to how long it takes to remove an item and thus get the new items properties. For many items, you still have to deal with the Daily magic item limits anyway.
 

I've never DM'ed, but if or when I ever do, and someone comes into a session with a character wearing multiple layers or items in a slot, then I'd feel it necessary to do some things:

2 suits of armor - penalty to movement, reflex, stealth
2 sets of boots - ditto
2 helms - (aside from the sheer clumsiness of this!) penalty to attack rolls
for obstructed vision

etc, etc,...

also, I'd make sure that the weight was added, so they might even be encumbered.

In short, I think they'd get the message that the DM didn't approve... :)
 

How long does it take to take your bow off your back unpack your quiver and get your arrows ready Draco ?

Isnt that a minor action.
Anyway lets kick the boots into touch.

My question is mainly on the neck slot.

1. Where does it say that wearing a magic cloak, and a magic amulet, at the same time, will cause them both to not work.
Surely you can wear both and decide mentally which one is active.

2. Why cant it be a minor action to change which one is active.

3. If not surely swapping amulets at worst is only a minor action ?

PHB general description of magic items. Items which fall into slots will only function when they are the first item worn in that slot. You have to remove that first item before any others worn in the same slot will work. So with Neck Slot items if you wore an amulet and then put on a cloak the cloak wouldn't do anything until you removed the amulet.

There is no "mental activation' of items, though using an item's power doesn't require any specific procedure, just the expenditure of the requisite action type, so you could consider that "mental" if you wish.

I'd consider removing an amulet to be a minor action in general, but the rules don't specify. It would also be another minor action to stow it and you'd have to have a free hand to do those things, so it could actually cost you 4 minor actions in a practical sense if you don't have a free hand. In a pinch you could drop whatever is in your hand, remove the amulet and then the cloak would be active. Overall you're generally just better off in combat sticking to one of each type of slotted item. Outside of combat this trick could come in handy I suppose but usually you could just have the extra items stowed, get them out, switch, and stow the other item.
 

beacuse it is against the spirit of the rules...

I would houserule, that youcannot benefit from an item you wear before you take a short rest to attune yourself to it.

Maybe swapping resistance amulets as minor action seems like something that may be allowed, but I believe i can live without that if i had to ban such abuses... which gladly don´t have to.
 

2 suits of armor - penalty to movement, reflex, stealth
2 sets of boots - ditto
2 helms - (aside from the sheer clumsiness of this!) penalty to attack rolls
for obstructed vision

..just to play Devils Advocate here.

All armor types can have Cloth worn over or under without any extra hindrance with the heavier armors usually having up to a leather underlayer anyway.

Feet Slot <> "Boots"
Shoes, Sandals, Slippers, Greaves, Lacings....

Skullcap under a Greathelm, Hat and Goggles, Mask and Hairpin, yada....
 

...1. Where does it say that wearing a magic cloak, and a magic amulet, at the same time, will cause them both to not work.
Surely you can wear both and decide mentally which one is active....

No, mental control does not do it. The first one worn is active until it is removed.

I'd say a minor action is sufficient fro removing an amulet.
 

beacuse it is against the spirit of the rules...

.

What planet are you from, what on earth does that mean ?

I do concede that if you had 10 neck items with encounter powers and you swapped one each round and used the encounter power that round.

But I am considering 2 Amulets and a Badge.

1. Badge last one put on and is always there if I need it.

2. My normal amulet that I use as it has a nice property that I like.

3. An Amulet that has a special encounter power, which I will want to activate when I need to.

The property amulet is my stock and standard item in the slot.

When a problem happens and I need to use the encounter power amulet I put that on and put the normal one in my breast pocket.
Maybe 2 minor actions.

When I need to desperately use my badge of the berserker, I take my amulet off and the badge is active (one minor action).

I dont see how the smart inteligent use of magic items by a player is against the spirit of the game, it is in the spirt of the game.

Are you saying you cant have more than one magic item per slot.

By doing this you only using one magic item in that slot at any one time, you just happen to have a few extra options up your sleeve if you need them.

Like a player that has a tool kit of magic items with daily powers, that he can choose to pull out and use, depending on what is needed.

I think some of the people on here need to broaden their mind and not get too bogged down in RAW, house rules and techno mumbo jumbo.
 

When a problem happens and I need to use the encounter power amulet I put that on and put the normal one in my breast pocket.
Maybe 2 minor actions.

When I need to desperately use my badge of the berserker, I take my amulet off and the badge is active (one minor action).

...

I think some of the people on here need to broaden their mind and not get too bogged down in RAW, house rules and techno mumbo jumbo.

Well, to be technical and bogged down in RAW ;) (this is a rules forum after all), I do think that the first set of actions to use the encounter power amulet here doesn't quite work.

If you take off the first amulet, the badge of the berserker becomes the new first neck slot item, so the second amulet will not work until you take off both of the other ones.

The second set of actions to use the badge of the berserker should work. Take off the first amulet, the badge is active.
 

Well, to be technical and bogged down in RAW ;) (this is a rules forum after all), I do think that the first set of actions to use the encounter power amulet here doesn't quite work.

If you take off the first amulet, the badge of the berserker becomes the new first neck slot item, so the second amulet will not work until you take off both of the other ones.

The second set of actions to use the badge of the berserker should work. Take off the first amulet, the badge is active.

Aha got me :)

Okay I like my badge as it is also a badge of Kord my god, so maybe I just have it aatched to me head gear, aftre my head slot, and then use a minor action to move it to neck position.

Or put it on a zipper so its not neck position but mid drift position, then I just zipper it up to neck position :)
 

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