Neck Slot Items

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.

You're in enemy territory, you're expecting trouble, and you don't have weapon at the ready?

Do you ever see military personell going into a hotzone with their main weapon holstered?

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 ?


Not arguing this point tho. Amulets aren't exactly lacing boots, and I'd give it to you in two minor actions. One with Quick Draw. But not by wearing all of them at once... you're dealing with magics here.
 

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Unless dealing with shields, ALL we have to go on ruleswise is that if you have a series of items put in one slot, only the one put on first is active.

What actions it takes to remove the one put on first is not dealt with in the rules - therefore is entirely a houserule.

Shouldn't any such questions be dealt with there?
 

You're in enemy territory, you're expecting trouble, and you don't have weapon at the ready?

Do you ever see military personell going into a hotzone with their main weapon holstered?

.

Yep I see the navy comando's coming ashore with flippers ready to put their sandals on as soon as they hit the beach, the ninja warrior silently walking barefoot into position before he needs to flip his magic running sandals on, the barbarian kicking off his bar room flip flops when the bar room brawl starts to be able to quckly put his hobnailed boots - the magic ones that slide on without laces - so he can give someone a decent kicking :blush:

Point was...

Its a heck of a lot easier to change Amulets than it is to go from Swords to Bow.

I give in to the others on boots, but armbands, head stuff, rings, neck slots, should be easily done with minor actions.
 

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.
From the "I don´t circumvent the rules of only one item in one slot by swapping them mid combat planet"

As i see it, encounter powers recharge after a rest. If you hadn´t done your rest with this power theoretically available, you can´t use it. If i could use encounter power a, then minor, use encounter power b it is clearly against the intended limit.

I would be ok, if you had items with only properties which are active as long as you wear them. Maybe i would allow the swap, but end the encounter powers used by the amulet after you changed them.

After all the intend of limited slot was reducing the swiss army knife effect of having to have 20 items available.

And from this reaction I bet you don´t want honest opinions. You already have your mind set on the matter and just want approval, which i would not give you generally. But in this special case of back up amulets, I would maybe even allow it id I were your DM.

But its a full round action: Minor draw, minor switch, minor put the old one away.
 

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 :)
Zipper a magic item up to switch slots???????

That really sounds funny and ridiculous. And if you propose such things, i would withdraw my approval directly. A slight repositioning from Neck to chest won´t change the slot...

So you are clearly trying to abuse the system. So go pack to your panet. I hope you don´t feel lonely there.
 

..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....

I'll concede that point - but then, as has been pointed out here already, to get the benefit of the armor on top, you'd have to field strip it, remove your cloth armor, then put the outer armor back on to activate it... Same for the other items...

Wonder what your foes are going to be doing at this point in time? (besides snickering).

IF I was DM, and some player tried that, it would cost them some minor actions (note the plural) and if any foe(s) were adjacent, they would get OA's.

For the life of me, I just can't see the advantages of this outweighing the trouble and potential damage.
 

I houseruled wearable magic items in 3e right after the MIC came out: You need to wear an item for 24 hours before you can use its power(s). I've seen no reason to not use the same rule in 4e. It definitely prevents many types of cheese.
 

Sure, there is no RAW about this, so there can be no RAI, but it reeks of powergaming. Not to mention the cost. . .if I was in your party I don't know how I'd feel about you using all your GP to enchant one magic item slot.

Were I DMing, I'd be kind of bugged by this attempt to get around the 1 item per slot limitation. I might say yes initially, but you could count on a house rule coming to address this 'loophole'.

Jay
 

From the "I don´t circumvent the rules of only one item in one slot by swapping them mid combat planet"

As i see it, encounter powers recharge after a rest. If you hadn´t done your rest with this power theoretically available, you can´t use it. If i could use encounter power a, then minor, use encounter power b it is clearly against the intended limit.

I would be ok, if you had items with only properties which are active as long as you wear them. Maybe i would allow the swap, but end the encounter powers used by the amulet after you changed them.

After all the intend of limited slot was reducing the swiss army knife effect of having to have 20 items available.

And from this reaction I bet you don´t want honest opinions. You already have your mind set on the matter and just want approval, which i would not give you generally. But in this special case of back up amulets, I would maybe even allow it id I were your DM.

But its a full round action: Minor draw, minor switch, minor put the old one away.

Only one magic item active in a slot is what you say, and the same as what I am saying.

You seem to be proposing something ridiculous that a PC with his amulet who is a little cold cant put his cloak on because it is magical ?

How bizzare is that.

Its not cheese or against the spirit of the game, for a character to actually use his brain is it ?

There is only one magic item active in one slot at any one time, you just use your brains to give your character a few more options up his sleeve.

How many times does a character use his minor action each turn ?
I see it making great sense and fair play that my character might see the need in a few rounds to be able to use his Badge to be able to make a charge, so he works himself into position using a few minor actions to be able to do that.

Is thinking banned on planet Lich as well ?
 

If you read carefully you would have noticed following things:

I said changing amulets with only properties is OK.
I never said, a magical cloak doesn´t function as a normal cloak.

Also I said, you don´t want opinons, but only approval. You don´t need approval from me, as I don´t game with you. You need approval of your DM.

So, In my home games I tend to say YES to creative ideas. I even allow a lot of things outside the rules. But your question let my *system abusal sensor* ring. If its not your intend, and the example you gave later seems like you are NOT abusing the system powerwise, i would allow switching.

BUT: you will have to pay your minor actions. Three minor actions. (draw, put on, put away) sound right to me. And you need a free hand.

A Zipper to switch slots won´t do it. This sounds like trying to circumvent action economy balance.

So, because you are desperate to get it:

Here is my approval of your idea to switch amulets mid combat. Hand it to your DM please.
 

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