New article Design and Development Article on Magic Item Slots

Azgulor said:
I think you've made an argument for differing views on "decreased reliance on magic items", but not the Christmas Tree Effect.

The Christmas Tree Effect is I cast Detect Magic and the PCs light up like Christmas tress b/c of they myriad items they posses.

You can make compelling arguments from both sides of the aisle as to whether magic item dependency has been reduced.

Based on an example character with 8 different magic items effectively covering his entire body...unfortunately that's a very weak case for reducing the Christmas Tree effect.

False dichotomy. The "Christmas Tree Effect" is about the fact that any random PC is going to have multiple magic items that show up when a detect magic is used. If there's no guaranteed "multiple magic item dependency," then there's, by definition, no Christmas Tree Effect.

In Fourth Edition, there's only going to be 3 required items: Weapon (or implement), Armor, and Cloak (or necklace). That's hardly a Christmas Tree.
 

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These two lines I thought were pertinent:


"Even though this is called an item slot, that doesn’t mean you can’t wield more than one weapon, because that would make the ranger cry."

"Magic armor adds an enhancement bonus to your Armor Class. 3.5"


So I guess they're still clinging to this Dawson's Drow action, and enhancement bonuses are still in.
 

JohnSnow said:
The thread is here. Mike's post is about halfway down. On the first page.
Usabilty note: You can also post a link to a specific post by using the number/link provided in the upper right corner of a post. (Unfortuantely, only the post will be displayed then, not the entire thread.)
 

JohnSnow said:
Sorry, the only items we have are bracers of the perfect shot and a belt of battle. I admit that I don't know what bracers of the perfect shot DO, but I can hazard that they might allow a character to designate a single shot per encounter as a critical hit. That sounds like a perfect shot to me.

And it's hardly unbalancing if the character can crit once per encounter on purpose, cuz he might very well do it by accident.

See, I have faith that the designers are professionals who know their jobs. I know that they know the game, and how it works, better than a couple of self-appointed experts on an internet message board.
There is no hard evidence on this yet, but I believe one goal of balancing other items will be that abilities that directly affect combat stats (aside from the three primary items) will present you an oppertunity cost. To actiate the Bracers of Perfect Shot, you might need to spend a swift action. Judging from the things I read about the Bo9S, the Starwars Saga edition, the PHB II and other late 3.5 supplements, these action types will become an important part of the things a character can and will do.
Using a magic item might mean not being able to use a different item or ability, simply because you don't have any actions left for it.

Obviously, for some things this won't apply. Boots of Flying (if they exist) will probably not cost much actions to activate. But then, the oppertunity cost might be not wearing the Boots of Striding. Sure, flying is pretty cool and powerful, but sometimes you just want to be fast! (and in a dungeon or building, flight isn't as useful as in the wilderness).
 

Sadrik said:
Also, items should be able to take on any form it wants. If I want boots that give +2 to reflex saves and gloves that give +2 to attack when wielding a sword so be it. They just wont stack with similar bonuses. That is how I would have resolved the issue.

No, items should be restricted to thematically appropriate slots, so that there's no need to check for stacking in the first place.
 



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