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<blockquote data-quote="eamon" data-source="post: 4970492" data-attributes="member: 51942"><p>Particularly the "free action" aspect is really critical: for most characters it's attractive to delay healing until the last moment: and the dwarven armor lets you take that risk and saves you when it goes wrong. Conversely, the cloak for non-dwarves is pretty uninspiring: most characters will (rightly) choose to avoid a second wind as long as they possibly can, and if you wait <em>too</em> long, you may end up dropping without ever getting a chance to use the cloak.</p><p></p><p>There's another factor here, which favors the armor; that's that players <em>usually</em> win safely anyhow. Mostly, deaths are attributable at least partially to bit of solidly bad luck. Abilities which allow you to mitigate a few bad rolls mean you're much less vulnerable to that kind of thing. The players' need for a buff isn't constant. A weaker but more flexible buff can easily turn out superior to a stronger but less flexible buff. In that sense, things like the elven reroll, couters of second chances, and luckblades all work quite well - It's often not a problem to miss and just attack next turn; but sometimes the tactics are such that hitting <em>now</em> is very important. Similarly with healing, the ability to heal <em>when you need it</em> is quite powerful.</p><p></p><p>Oh, and let's not forget the level difference too; the armor is in the attractive 2/7/12 etc block, whereas the cloak is in the expensive 4/9/14 etc. block; so by choosing such a highlevel item, you're paying with your defenses 3/5 levels rather than just 1/5 levels.</p><p></p><p>Cloak of the Walking Wounded doesn't need banning.</p></blockquote><p></p>
[QUOTE="eamon, post: 4970492, member: 51942"] Particularly the "free action" aspect is really critical: for most characters it's attractive to delay healing until the last moment: and the dwarven armor lets you take that risk and saves you when it goes wrong. Conversely, the cloak for non-dwarves is pretty uninspiring: most characters will (rightly) choose to avoid a second wind as long as they possibly can, and if you wait [i]too[/i] long, you may end up dropping without ever getting a chance to use the cloak. There's another factor here, which favors the armor; that's that players [i]usually[/i] win safely anyhow. Mostly, deaths are attributable at least partially to bit of solidly bad luck. Abilities which allow you to mitigate a few bad rolls mean you're much less vulnerable to that kind of thing. The players' need for a buff isn't constant. A weaker but more flexible buff can easily turn out superior to a stronger but less flexible buff. In that sense, things like the elven reroll, couters of second chances, and luckblades all work quite well - It's often not a problem to miss and just attack next turn; but sometimes the tactics are such that hitting [I]now[/I] is very important. Similarly with healing, the ability to heal [I]when you need it[/I] is quite powerful. Oh, and let's not forget the level difference too; the armor is in the attractive 2/7/12 etc block, whereas the cloak is in the expensive 4/9/14 etc. block; so by choosing such a highlevel item, you're paying with your defenses 3/5 levels rather than just 1/5 levels. Cloak of the Walking Wounded doesn't need banning. [/QUOTE]
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