Official info on "speed" armor ability´s "brokeness"?

Illuminae

First Post
Official info on "speed" armor ability´s "brokeness"?

Ok, so here I find myself, for the first time complaining about something being broken... feel free to beat me with sticks...

The Speed armor ability from Defender of the Faith...

WTF!!!!:eek:

Compare with the Speed ability for weapons:

Speed (weapons)

+4 Bonus equivalent.
Effect: 1 extra attack/round.
Remember that prices for magical weapons are higher than those for armor. Usually two times.


Speed (armor)

+3 Bonus equivalent
Effect: +4 haste bonus to AC :eek:
ONE EXTRA PARTIAL ACTION (that need not be an attack. it could be a spell, for instance) EVERY ROUND, ALWAYS. A PERMANENT HASTE!

Thats at least the same thing, plus +4 to ac, FOR HALF THE PRICE OR LESS!!!!
:eek: :eek: :eek: :eek:

I couldnt find anything on the FAQ or errata about it.
Please shed some light on this matter, folks, for what bothers me the most is something like this even being PUBLISHED by WotC.

Didn´t the authors even read the F... DMG?

GOSH...

Please tell me I missed something here...
 
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I did a ton of boardsurfing and forget where, but it was here or on the Wizards.com boards that I read from someone who asked the author of DotF about that at a convention. The speed ability changes to a +2 equivalent and gives 10 rounds of haste/day, command-word activated (standard action), just like boots of speed. Made a ton more sense to me, too. :) When I was toying with the premise for a high level paladin I stumbled onto that and immediately scoured every FAQ/errata I could for some sort of explanation.
 

Many people befor ehave complained about this being broken. I believe the consensus was that it should be a +6 equivalent ability or something, but I am not sure.

Best bet - just don't use it at all.

Rav
 

reichtfeld said:
I did a ton of boardsurfing and forget where, but it was here or on the Wizards.com boards that I read from someone who asked the author of DotF about that at a convention. The speed ability changes to a +2 equivalent and gives 10 rounds of haste/day, command-word activated (standard action), just like boots of speed. Made a ton more sense to me, too. :) When I was toying with the premise for a high level paladin I stumbled onto that and immediately scoured every FAQ/errata I could for some sort of explanation.

funny, I noticed this today when making a 15th level character, and another player, who was creating a Paladin asked the DM about it. :D

So, thats just like Harm. Sean K reynolds (I think) said that they just forgot to giv Harm a save, and WotC never gave it one before saying it was going to be corrected in 3.5.

Why do they do these things? Knowing that there is a gross mistake in the rules and no talking about it? geez...:rolleyes:
 

IIRC, the Sage has said that the armor ability works just like boots of speed: it's a command-activated power that functions for a maximum of 10 rounds per day.
 


I am not too up on the 3e rules quite yet, but speed (haste) used to cause you to age. Who says this armour does not age the user.

Let them have, but let them have the aging too. They'll be careful when using that ability of the armour.
 


As has been posted, the ability has been changed to standard action to activate up to 10 rounds per day consecutive or non consecutive.
 


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