See what you mean. Probably the easiest fix is to key the item to the slot, and not involve the daily.
(No, I don't want PCs to mess about with such things. It cheapens magic and distracts from gameplay. You're meant to have and use one item per slot. For each day, I guess - upgrading is of course still perfectly reasonable.)
So "You can only utilize one magic item per slot per day" seems to be the required rules language.
Where "utilize" includes enjoying enchantment bonuses, passive properties, or any kind of power (encounter, daily, etc).
Once you put a certain item into a certain slot (worn, wielded or otherwise used), the magic of another item (keyed to that slot) does not function for you until after an extended rest.
Now, where I can see this to be a bit too inflexible for some is in the case of weaponry. While carrying along two belts or headbands is clearly undesirable, what about two weapons?
Yes, you're not supposed to sneak in double Dailies just because you have two weapons, but having a back-up fire weapon against ice monsters isn't far fetched as I see it.
Should I reserve the more restrictive rule (outlined above) for items
worn, and not items
wielded?
Having a spare implement that does Radient damage for those graveyard bashes is functionally identical to having a second implement with great properties but no Daily to switch out another implement with a big Daily but sucky properties.
The design of 4E simply does not let me write short, good, easy rules text that weeds out the "playing the system" usage from the "in game perfectly resonable" usage. Unless you write intent into the rules, but that's not what I want.
So I guess that the choice is between allowing people to stack up separate weapons with big Dailies and weapons with good properties or to say no when players ask if they can switch to the Dragonslaying weapon...
Hmmm.... not good. Clearly the latter scenario is unacceptable, so will have to choose the lesser evil.
Unless one of you have a brilliant solution!
