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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Cadfan" data-source="post: 4009788" data-attributes="member: 40961"><p>1: I predicted everything except the combination of item slots. Everyone should heap praise and adoration upon me, for truly I am an awesome person for that accomplishment.</p><p></p><p>2: They had to keep +X weapons. Its a D&Dism that's too sacred to slay. And once you keep +X weapons, you need +X armor to balance it. And once you decide that magical implements can be +X as well, you need +X save boosters. So these were inevitable.</p><p></p><p>3: But the moment you add in non armor +X armor bonuses, you screw up the system. I'm glad they fixed that. This is the reason that shields can't have +X bonuses to AC. It screws with the math.</p><p></p><p>4: For all the haters out there, what would have made this better? I know some of you wanted even less of a "christmas tree effect." But what we've got, 3 "required" items and 6 "optional" slots, how much else would you pare it down? Were you looking for the deletion of entire item slots? Were you looking for some rule like "you may not wear more than 3 items of magic?" What solution would have made you happy? It seems to me that this is as much of a reduction in the christmas tree effect as was possible without wholesale slaughtering of item slots.</p><p></p><p>5: I'm ok with the ring level restriction as long as they give an in-game reason. If they just say "no rings until level 11," I'll be mad. If they say, "here are the consequences of wearing a ring below level 11," and those consequences are prohibitive enough to basically ban rings below level 11, then I'll be ok with it.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4009788, member: 40961"] 1: I predicted everything except the combination of item slots. Everyone should heap praise and adoration upon me, for truly I am an awesome person for that accomplishment. 2: They had to keep +X weapons. Its a D&Dism that's too sacred to slay. And once you keep +X weapons, you need +X armor to balance it. And once you decide that magical implements can be +X as well, you need +X save boosters. So these were inevitable. 3: But the moment you add in non armor +X armor bonuses, you screw up the system. I'm glad they fixed that. This is the reason that shields can't have +X bonuses to AC. It screws with the math. 4: For all the haters out there, what would have made this better? I know some of you wanted even less of a "christmas tree effect." But what we've got, 3 "required" items and 6 "optional" slots, how much else would you pare it down? Were you looking for the deletion of entire item slots? Were you looking for some rule like "you may not wear more than 3 items of magic?" What solution would have made you happy? It seems to me that this is as much of a reduction in the christmas tree effect as was possible without wholesale slaughtering of item slots. 5: I'm ok with the ring level restriction as long as they give an in-game reason. If they just say "no rings until level 11," I'll be mad. If they say, "here are the consequences of wearing a ring below level 11," and those consequences are prohibitive enough to basically ban rings below level 11, then I'll be ok with it. [/QUOTE]
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New article Design and Development Article on Magic Item Slots
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