That's why there's the rule allowing additional stats on the same item. It's a higher price of course, but that's balanced because it's condensed into one slot.While I agree in general, denying a sorcerer any resistance bonus to saves because he has to wear a Cloak of Charisma seems rather cruel.
I seem to recall a mention of an increased cost when attaching modifiers to slots without that affinity, IE: a Codpiece of Charisma would be more expensive than the typical Cloak of Charisma, although it wasn't much.
Anyone happen to remember/know what I'm talking about?.
I was sure that an item (the vest of resistance) that gave save bonuses like a cloak of resistance but took up the vest slot instead of the cloak slot existed.
I thouht it was in Masters of the Wild, but looked through there without finding it.
Am I crazy? Did I just make this item up?
And I prefer having magic items with specific slots based on their effect, to reduce powergaming on item slots to get all the best or most directly-useful bonuses and effects simultaneously by just choosing whatever slot you want each one to occupy.
Hey, there are tradeoffs to be made sometimes. And it's not like I'm against custom magic items in general. I wouldn't ban something like a gauntlet or bracer that enhanced unarmed strikes instead of the Amulet of Mighty Fists, for example, because those other slots make more sense. A Vest of Natural Armor also would make sense enough. I just don't think folks should be able to powergame their magic items to get everything they want to maximize their characters while eliminating all of those characters' weaknesses to make them virtually invincible against anything of regular CR for their level. They should need to make some tradeoffs in their choice of items, prioritizing some aspects of their character over others.Yea, because punishing folks for the retardedness of the Devs is REALLY cool. Guess who gets screwed the most? Mundanes, especially those who try to "tank", the most maligned melee role of all. What shall I put in my neck slot? Hmmm....Natural Armor? Or +Con? Or maybe I should get something to help protect me from poisons? Nope...pick one.
And monks....wow, monks get SCREWED! Cause they don't get crapped on enough.
Amulet of Mighty Fists? Neck.
Periept of Wisdom? Neck.
Amulet of Health? Neck.
Amulet of Natural Armor? Neck.
Now, as a monk, the most MAD class in the game who is arguably the MOST item dependant class in the game...which do you pick?
No. Screw that. MIC's affinity rules fix this problem, and for a reason. They allow you to get your "meat and potatoes" enhancements, something ALL characters need to stay relevant against appropriate ELs while still allowing them to pick up "fun" items like Heartseeker Amulet or Bolt Vests or Gloves of Fortunate Striking.
Certain classes shouldn't be punished because their required stats are on a "legacy item".