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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MwaO" data-source="post: 6810359" data-attributes="member: 12749"><p>No, that's the point. It isn't. You have the same defense against both attacks. You've justified having a ring of fire resistance as being the reason why you're a typical defense PC against Fire. For a Rogue, he might define it as Evasion-like abilities. A Fighter might say he's really tough. Etc...the trick of picking a ring of fire resist is that you then have to explain why all your other defenses are at the same level - maybe the ring of fire resist is the one missing thing or it helps overcome a curse or it just nudges your defenses on average up a notch while covering a relative weak spot.</p><p></p><p>The point is to have the player come up with reasons why he's better defended and it can be campaign dependent. In one campaign, there might be an emphasis on realism. In another campaign, it might reflect that magic items literally grow on trees. In yet another, it might represent mystical beasties. Have the player figure out a story that the PC could tell at a bar to impressionable non-adventurers about how the PC did it.</p><p></p><p>To use Hercules as an example - why did his defenses improve? He killed the Nemean Lion and took its hide. Why did his Strength improve to ridiculous levels? Because it was how he defined how he got more dangerous, but additional Strength doesn't really explain being able to fight a Hydra. So the player of Hercules came up with the idea of using the Lion's skin as magical armor and the DM went along with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The general point is to get away from explanations of why a PC needs a lot of magic items to be functional, but rather why they're just assumed into the build. That can then let a DM focus on the character defining magic items that are beyond the ordinary. And that number can be very, very low...</p></blockquote><p></p>
[QUOTE="MwaO, post: 6810359, member: 12749"] No, that's the point. It isn't. You have the same defense against both attacks. You've justified having a ring of fire resistance as being the reason why you're a typical defense PC against Fire. For a Rogue, he might define it as Evasion-like abilities. A Fighter might say he's really tough. Etc...the trick of picking a ring of fire resist is that you then have to explain why all your other defenses are at the same level - maybe the ring of fire resist is the one missing thing or it helps overcome a curse or it just nudges your defenses on average up a notch while covering a relative weak spot. The point is to have the player come up with reasons why he's better defended and it can be campaign dependent. In one campaign, there might be an emphasis on realism. In another campaign, it might reflect that magic items literally grow on trees. In yet another, it might represent mystical beasties. Have the player figure out a story that the PC could tell at a bar to impressionable non-adventurers about how the PC did it. To use Hercules as an example - why did his defenses improve? He killed the Nemean Lion and took its hide. Why did his Strength improve to ridiculous levels? Because it was how he defined how he got more dangerous, but additional Strength doesn't really explain being able to fight a Hydra. So the player of Hercules came up with the idea of using the Lion's skin as magical armor and the DM went along with it. :) The general point is to get away from explanations of why a PC needs a lot of magic items to be functional, but rather why they're just assumed into the build. That can then let a DM focus on the character defining magic items that are beyond the ordinary. And that number can be very, very low... [/QUOTE]
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