Tequila Sunrise said:This might work okay with certain mechanics (attacks, saves), but it's do horrible things to other mechanics, namely AC.
Implementation of this house rule seems easy enough, to me. (Far too easy, in fact.) It's convincing your players to use it that is bound to be a monster.dungeondweller said:Seems like that raises a MESS of questions... It's an easy declaration to make, but implementation is bound to be a monster.
Hey, it's magic – it doesn't need to make a whole lot of sense.dungeondweller said:For one, it just doesn't make sense that an item that makes one stronger and an enchanted weapon shouldn't be able to work together.
Again, we're talking about magic. Because, if you really want to get into the physics of it, then how can a belt of giant strength allow one to swing a melee weapon with the power of, say, a stone giant, when the wearer's height and weight is not likewise increased? Shouldn't the power and momentum of swinging a weapon in an arc, while having a stone giant's strength, cause a medium-size wielder to spin wildly about and fall onto his arse?dungeondweller said:For two, how do you ultimately define "stacking" if you're going so far as to assume a Belt of Giant Strength and an echanted weapon are "stacking" in some way just because they both contribute to the same activity?
They would not stack, since nothing can stack. Haste would give a +1 dodge bonus to AC and Reflex saves, but not the +1 bonus on attack rolls, since the enchanted weapon would give that.dungeondweller said:Do the effects of Haste and an enchanted weapon, then, "stack"? Both enhance combat ability...
Now, this is a good question.dungeondweller said:How about the effects of a Shield spell and Bracers of Armor? If you rule those can't stack, then how can you justify a non-magical shield "stacking", in effect, with non-magical armor?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.